Uncraftable Cards

These are cards that cannot be obtained with essence via the crafting menu. Instead, they are added to your deck or hand by another card, and are lost at the end of a game. There are other cards that can be added to your deck or hand inside of a game, but because copies of them can also be crafted normally, they are listed under the pages for their respective race.

### ***Zerg***

#### *Spawn cards*

Most of these cards are generated from Zerg production structures or the Overmind, they are generally cards that spawn a single unit type for little to no cost. Some other cards like Inject Larva or Dune Runner DNA require these spawn cards to be useful. All spawn cards have Rush.

* Zergling Spawn (0/0): Sends 4 Zerglings.
* Baneling Spawn (0/0): Send 2 Banelings.
* Swarmling Spawn (0/0) Send 8 Zerglings.
* Roach Spawn (0/0): Send 1 Roach.
* Hydralisk Spawn (0/0): Send 1 Hydralisk.
* Mutalisk Spawn (0/0): Send 2 Mutalisks.
* Locust Spawn (0/0): Send 2 Locusts.
* Corrupter Spawn (1/0): Send 1 Corruptor.
* Scourge Spawn (0/1): Send 4 Scourge.
* Lurker Spawn (1/1): Send 1 Lurker.
* Ultralisk Spawn (1/1): Send 1 Ultralisk.
* Broodlord Spawn (1/1): Send 1 Broodlord.

#### *Combined spawn cards*

These are generated by some cards out of regular Spawn cards. They cannot be picked as random spawn cards to be generated. Kilysa's Spawn is created by Kilysa's Launch effect and Larval Spawn is generated by Larval Queen's Launch, Zagara's per-turn effect & the Inject Larva card. Any Spawn card that is free can be combined into one of these cards, including other Larval Spawn. All spawn cards have Rush.

* Kilysa's Spawn (1/0): Send X units. (Heroic)
* Larval Spawn (1/0): Send X units.

#### *Infestation*

This is a card generated from Deep Infestation (1/3) that is put into each of your opponent's decks. It is a 5/3 Action card that spawns 4 Zerglings and 1 Hydralisk for the opponent who played the Deep Infestation each turn it is in your hand, that when played draws you a card.

#### *Hive Mind cards*

These cards are generated from Kerrigan (3/1) that have various effects. These are Action cards with various effects and there are 3 of these cards which are Set an Ambush, Swarm Them and Defend the Hive.

* **Set an Ambush** (0/0): All of the Zerglings, Banelings, Roaches, Hydralisks and Ultralisks you send this turn unburrow at the center of the map.
* **Swarm Them** (0/0): All of your units except Kerrigan and Overlords become aggressive.
* **Defend the Hive** (0/0): All of your units except Overlords become defensive.

#### *Torrasque Revival*

This card is generated when Torrasque dies and is added into your deck. It is a 5/3 Unit card that sends 1 Heroic Ultralisk.

#### *Unstable Essence/Unsparing Essence/Unbreakable Essence/*

Evolution cards generated by *Raw Essence w*hen your Primal units or structures kill a unit. In all cases they cannot affect a unit with it already on them

* **Unsparing Essence** (3/2)gives your toughest unit +200% damage and a passive damage aura of 20 that affects nearby enemy units and structures.

* **Unstable Essence** (3/2) gives your toughest unit +50% movement speed and causes it to spawn 16 Creepers on death

* **Unbreakable Essence** (3/2) gives your toughest unit +3 armor and allows it to deal 20 damage to enemies who attack them.

#### *Summon Murvar/Glevig/Dakrun*

Cards generated by *Summon Pack Leader. All unit cards have* Rush.

* **Summon Glevig** (5/3) summons a Greater Primal Wurm near your frontline.

* **Summon Murvar** (5/3) summons a Hollow Mother. Each turn it sends a wave of 6 creepers and 4 winged creepers.

* **Summon Dakrun** (5/3) summons a Pack Devourer near your keystone, then moves towards the enemy Keystone, dealing 20 damage to units who attack him. After reaching the enemy Keystone it burrows out of the battlefield.

#### *Vespene Sac*

This card is a 0/0 cost card that gives the player 1 gas when played. Two are generated by Vespene Siphon.

#### *Overmind's Covenant*

This card is a 1/1 cost card that adds a Reincarnation card to your hand. It is generated from a Cerebrate with Reincarnation dying.

#### *Infested Mechs*

These are generated from Infested Alexander. They are 0/0 heroic Aggressive Units with Rush. They count as biological units and regenerate life slowly. Infested Banshees are also generated by Infested Starport.

* Infested Diamondback (0/0) Send 1 Diamondback
* Infested Banshee (0/0) Send 1 Banshee.

### ***Terran***

#### *Secret Hangar*

This card is generated from playing Underground Base and is shuffled into your deck. It is a 5/2 Structure card that builds a Starport which produces a wraith every turn.

#### *Xenomorph Research cards*

These cards are generated from Science Vessels, Recon Squad and Research Facility. These are Action cards that have various effects when played for little to no cost, which are Drone Research, Zergling Research, Overlord Research, Hydralisk Research and Defiler Research.

1. Drone Research (0/0): When selected, gain 1 mineral.
2. Zergling Research (1/0): Give the units you play this turn Rush.
3. Overlord Research (1/0): Detects all units and structures for 1 turn
4. Hydralisk Research (1/0): Deal 500 damage to the toughest enemy unit.
5. Defiler Research (0/1): Use Irradiate on 2 enemy biological units. It deals damage over time to them and other nearby enemy biological units.

#### *Riot cards*

These cards are generated from many Confederate cards like Conscripted Marines. These are Action cards that cost 3/0 and sends 2 marines for a random opponent each turn it is in your hand, when played it draws you a card.

#### *22nd Reinforcements*

This card is generated from playing 22nd Division. It is a 4/0 Action card that calldown marines until you have 10 per commander you control. It is discarded when your last commander dies.

#### *Nova Covert Ops cards*

Two random Nova Ops cards are added to your hand when you play Nova. These action cards have additional effects if Nova is alive.

1. Reconnaissance (1/1): Send 1 Raven. If alive, Nova permanently gains detection. Rush
2. Hellfire Assault (2/0): Send 3 Hellbats. Launch: If alive, Nova equips her Hellfire Shotgun (does splash damage but only targets ground). Rush
3. Stealth Mission (1/1): Permanently cloak the units you send this turn. If alive, Nova also permanently cloaks too.
4. Vanish (0/2): If alive, return Nova to your hand. Otherwise, shuffle a copy of Nova from your discard pile to your deck.
5. Canister Rifle (1/1): Deal 1000 damage to the toughest enemy biological unit. If alive, Nova equips her Canister Rifle and does the same.
6. System Hack (1/1): Disable all enemy structures that cost 2 or less for 2 turns. If alive, Nova disables the most expensive enemy structure too.

#### *Vespene Barrel*

This card is generated by Fuel Raid, Vespene Scavengers, and Refinery. It increases your gas by 1 for 1 turn and costs no resources to play.

#### *Blockade*

This UED action card is generated by Blockade Enforcer. It does nothing and costs 1 mineral to play.

#### *Radioactive Wasteland*

This card is generated by Nuclear Bombardment. It starts as 0/6 card. Each turn this is in your hand its cost reduces by 1 gas then it uses Irradiate on a random unit you control, damaging it and nearby allied biological units over time

#### *Waste*

Similar to Blockade. Generated by Terran Fissure and Overclocked cards. Does nothing and costs 1 mineral to play

#### *Refined Scrap*

Generated by Waste Processor. It's 0/0 card which lets you draw a card and add 1 mineral and 1 gas when selected.

#### *Containment Protocol*

It's 8/3 action card generated by destroyed Site X-9. It launches nukes at Both teams defensive areas, and at the battlefield center (they land after 1 battle phase) and add 3 Waste cards to your hand.

#### *Umojan Fleet*

8-3 unit card generated by Distress Call. It sends 4 Battlecruisers

### ***Protoss***

#### *Warp In cards*

These cards are generated from cards like Warp Gate and Pylon. These are 1/0 Aggressive Unit cards that send 3 random Gateway units (Zealot, Adept, Stalker, Sentry) with Rush.

#### *Star Warp cards*

These cards are generated from cards like Warp Stargate. These are 1/1 Aggressive Unit cards that send 2 random Stargate units (Phoeonix, Voidray, Corsair, Scout) with Rush.

#### *Robotics Warp cards*

These cards are generated from cards like Warp Facility. These are 1/1 Aggressive Unit cards that send a set selection of either 1 Immortal and 1 Observer, 1 Colossus, or 2 Disruptors with Rush.

#### *Fenix Reborn*

This card is added into your hand when Praetor Fenix dies. It is a 1/1 Aggressive Unit card that sends 1 Heroic Dragoon with Rush.

#### *Mothership*

This card is generated from playing Mothership Core. It is a 7/3 Action card that morphs your Mothership Cores into Motherships. The mineral cost is reduced by 1 each turn it is not played and the card is discarded when your last Mothership Core dies.

#### *Shakuras Patrol*

This card is generated from playing A New Homeworld. It is a 2/1 Unit card with Rush that sends 1 unit per powered structure you control when A New Homeworld is played. The unit count is randomly distributed between Dragoons, Dark Templar and Scouts (minimum of 1 unit sent). When copied by Karax, this card would send 1 Dragoon, 1 Dark Templar and 1 Scout.

#### *Bitter Avengers*

This card is generated from the Honor Guards card. It is a 7/3 card that sends 4 Dragoons and 1 Archon all with Rush and Heroic.

#### *Scout Cards*

This card is generated from the Expedition Scouts card. These are a 1/0 Unit Card that sends 1 Scout with Rush.

#### *Uncontrollable Power*

This is a 2/0 card generated by the Forbidden Knowledge card. It starts off as a 2/0 card and casts 1 Psionic Storm and 1 Maelstrom for every Forbidden Knowledge card you have in your discard pile. Every turn it is in your hand its cost increases by 1 vespene.

#### *Combat Activation*

Combat Activation is a 1/0 card generated by Dormant Titan and Dormant Sentinels, which makes all of your units on the battlefield aggressive and gain Rush.

#### *Cybros Activated*

Cybros Activated is 5/3 card generated by upgrading Cybros Station. It sends a Heroic defensive Mothership and adds 3 non-unique Purifier cards to your deck and 3 non-unique Purifier cards to your hand.

#### *Crystallized Energy*

Crystallized Energy is 0/0 card that adds 1 mineral and 1 income when selected. It's generated by Chrono Sentries, Chrono Boost, Conclave Directive, Chrono Wave, Energy Locator and Void Rift when you try to increase your mineral/gas income above its limit.

Dormant Energizer adds Crystallized Energy to your hand whenever you play a Combat Activation.

#### *Black Market Cards*

Available through Heist Extraction, Curious Zergling and Contraband Peddler. These are 6 different cards costing either 2/2 if they are an action or 3/1 if they are units.

1. Hypershield Generator (2/2): Give your toughest mechanical unit +1500 shields and +1 armor (doesn't stack).
2. Radiation Rounds (2/2): Give your mechanical units radiation rounds, which cause their weapons to give targets Irradiate for 25 seconds.
3. Bootleg Zergbots (3/1): Send 3 Mecha Ravagers. They die after 2 battle phases. Rush
4. Cloakfield Projector (3/1): Send 1 Sentry. It cloaks nearby units, including itself. Rush
5. Simulant Biosteel (2/2): Fully heal all of your mechanical units. Then increase their life recovery rate by 5 per second (doesn't stack).
6. Widowmakers (3/1): Send 2 Widow Mines. Their base missile cooldown is reduced to 1 second. Rush

### ***Void***

#### *Void Army cards*

Six Void Armies are generated from Amon after paying 10 energy from your keystone, also Void Crystals generate 3 Void Armies when played.

    They are aggressive Unit cards with variable costs ranging from 1/0 to 6/4 with a random of units from all 3 races. More expensive Void Army cards will send higher tier and/or a higher number of units.

```
2 Wraiths 2/1
1 Devourer 2/1
1 Void Ray 2/1

1 Spectre 1/1
1 Aberration 1/1
1 Archon 1/1

1 Ghost 0/1
4 Scourge 0/1
1 Dark Templar 0/1

2 Marines 1/0
4 Zerglings 1/0
1 Zealot 1/0

```

Are the unit rolls a void army can have, with 3 unit types as a limit and rarity roughly going down from top to bottom.

Void Shades generates copies of enemy Unit cards. These are identical to the originals except they become the Void race. Thus, they are slightly different from the craft-able originals. These copied units are race-less, thus they will not be targeted by any effect that targets a specific race. For example, Cybernetic Core will not resurrect Void Shaded Protoss biological units as stalkers.

All void units have a black, shadowy ripple effect applied over their regular skins (excluding Amon & Samir Duran).

### Terran/Zerg cards

#### *Slave Brood Cards*

Slave Broods are generated either by Neurostim Drugs (Terran) or Black Flag (Cross Race)

Slave Broods sends 2 Hydralisks, 2 Medics, and 6 Zerglings with Rush and draws a card for 2/0 cost.

### Protoss/Terran Cards

#### *Repair Station*

Repair Station is a 3/0 card that builds a Shield Battery and sends 2 SCVs with Rush. It is only generated by Fearless Raiders (Cross Race).

####     *Hero Warp*

Hero Warp cards are similar to Warp In cards. They cost 2/0, and send either 1 heroic Zealot or 1 heroic Dragoon with Rush. They are generated each turn by Fenix from Brothers in Arms (Cross Race).

#### *Mineral Chunk*

Mineral Chunk cards are a 0/0 cost card that adds 1 mineral for the turn you play it. It is only generated by Mineral Scavengers.

### Zerg/Protoss Cards

#### *Compelled Forces*

Compelled Forces are variable cost cards that are generated by Archon of Tyranny (Cross Race) and Warped Khaydarin (Protoss). They always have Rush and 75% (rounded up) the cost of the card the units were stolen from.