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:
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
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
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 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
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 beginner Artifact decks – it should save you some time picking between these 310 cards.