Berserk (When activated, this being gets +3/-1 until the start of your next turn.)
Burrow (While burrowed, it can't attack or be attacked, is unaffected by spells, auras, heroes and other beings, unless they are burrowed as well. Lasts 3 turns.)
(clarification, the turn you Burrow it already counts as the first turn. If you were to put a counter on it it would be 3, the next turn goes to 2, then to 1 and on the third turn it unburrows)
Sting (When activated it deals 2 damage to any active target.)
Devour (Destroy a damaged being. If you do, heal this being to full and give it a +1/+1 buff. )
Speed (This being can attack the turn it becomes active.)
Freeze (Frozen beings can't attack for 1 turn.)
Aerial (This being can only be attacked by other beings with aerial.)
Shield (This being is immune to the first damage it receives.)
Pack (While you control 3 or more beings, this being gets +2/+0.)
Guard (Redirect all opponent's being attacks and abilities to this being.)
Guard beings redirect only being attacks/abilities and not spells.
A player targeting an ability that a guard being intercepted can choose to which guard being they want to assign the damage in case there are several beings with guard.
Hidden (This being cannot be targeted by spells, beings and their abilities. This effect lasts until the being attacks.)
Cheat (The next card you play costs 1 less energy.)
Shapeshift (Once per turn, this being can change its form.)
Tribal (When you control at least 3 beings of this subtype replace the existing effect with the improved one.)
Abilities can stack; that means If a being has Berserk and you give it another Berserk with a card like Frenzy it will now have Berserk 2 which will double its effects.
There are 7 transcendent abilities currently in Destiny’s Divide. Transcendent abilities are bestowed randomly to Legendary (1 ability) and transcendent (2 abilities) cards.
There are 7 transcendent abilities however not all cards are eligible for all abilities.
Speed (This being can attack the turn it comes into play.) - | being |
Arcane (When this card is played, draw two cards.) - | being | aura | spell |
Explode (When this card dies, it deals 3 damage to all enemy beings.) - | being | aura |
Refresh (When this card is played, it refreshes your hero's activated ability.)- | being | aura | spell | - 6 or more
Bounce (When you play this card, return a copy of it to your hand. The copy doesn't have bounce.) - | spell |
Spellward (This card is immune to the first spell that affects it.) | being | - | aura |
Burn (When this card dies, it deals 5 damage to the enemy hero.) | being | - | aura | - | spell |
Not all cards are eligible for all 8 abilities. Given this, considering all the possible combinations of abilities, we get a total of more than 200 transcendent card variants from the 15 base transcendent cards.
Since transcendent abilities are extremely impactful, such as Refresh, the combination you choose will heavily impact the decks and their playstyles.
Each combination of abilities is also bestowed with a title that you can see on the right, just below the card’s name. Here are all the combinations and their respective names.
Speed + refresh = Gallant
Arcane + speed = Gale
Explode + Arcane = Destructive
Burn + Spellward = Resilient
Arcane + Burn = Wicked
Refresh + Arcane = Ethereal
Refresh + Explode = Vengeful
Burn + Refresh = Furious
Burn + Speed = Brutal
Burn + Explode = Deadly
Speed + Explode = Lethal
Speed + Spellward = Undying
Arcane + Spellward = Risen
Explode + Spellward = Savage
Refresh + Bounce = Echo
Refresh + Spellward = Eternal
Bounce + Burn = Volcanic
Bounce + Arcane = Priceless
Since there are so many possible variations of transcendent cards, this will promote a greater variety and uniqueness in decks. Which in turn will make decks feel more personal, games more interesting and the deck building choices more satisfying and impactful.
Since transcendent cards will not be obtainable from packs.
The best way of obtaining them will be through progression in either of the 3 ranked game modes or by crafting.