The Awakening · Character
Warcry

Warcry is a proud member of the Lakota Tribe empowered by immense spiritual and elemental abilities. Capable of shaping the earth, enhancing his strength and speed, and transforming into a powerful spirit buffalo, Warcry stands as a vital ally to Clarity and Moxie in the growing fight against the Gambit. In the TCG, Warcry pushes himself beyond his limits, exhausting his own strength to unlock powerful abilities that increase his resilience, toughness, and overwhelming presence.
Character file
- Era
- The Awakening
- Affiliation
- Alpha
- Home world
- Earth
- Contender color
- White
- Contender versions
- Warcry, Driving Force
- First card
- The Awakening (Set 1), 2023
- In the TCG
- 11 unique cards: The Awakening (Set 1), Clashgrounds (Set 2), Clash Kit #3, Unrivaled (Set 3), Genesis Returns (Set 4), Equilibrium (Set 5), Spoils of the Forgotten
- Card art by
- Sonderflex, Kyle Petchock, Leandro Raimundo, Padi Grim
- In the news
- Alpha Clash Online League – Season 2 Recap · July 2, 2026
Alpha Clash Online League – Season 1 Recap · May 19, 2026
Official video
Watch Warcry in action
More videos on the official Rising Empire Studios YouTube channel.
In the TCG
Warcry cards
How Warcry plays
- Warcry, Driving Force (ST3-006 · White Contender, 1/0): 25: Whenever you exhaust a card you control for the first time each turn, draw one card. Trigger - Attack: You may exhaust this card. If you do, until end of turn, up to one target Clash card you control assigns clash damage equal to its defense power rather than its attack power. (A card that is exhausted does not ready during your next ready step.) 15: While this Contender is exhausted, Clash cards you control get +0/+1 during each opponent's Clash Phase.
- Warcry, Faithful Protector (ST3-007 · White Clash, cost 4, 3/4): Exclusive Engaged Clash cards you control get +0/+1. Counter - Attack: After an opponent declares an attack, you may exhaust this card. If you do, prevent all clash damage target attacking Clash card would deal this turn. Until the end of your next turn, that Clash card gets -X/-X, where X is that card's initial resource cost. (To exhaust a card, engage it and it does not ready during your next ready step.)
- Warcry, Roaring Force (AC4-076 · White Clash, cost 3, 3/3): Breakthrough During your Primary Phase, you may pay ⯁⯁. If you do, this card's attack and defense becomes 5/5 until end of turn. Counter - Attack/Play: You may pay ⯁⯁. If you do, this card's attack and defense becomes 1/7 until end of turn.
- Warcry, Pushing Through (ST3-008 · White Clash, cost 1, 1/2): Trigger - Attack: You may exhaust this card. If you do, it gets +1/+0 until end of turn. (A card that is exhausted does not ready during your next ready step.)
- Warcry, Spirited Fighter (AC2-062 · White Clash, cost 3, 3/3): Trigger - Enter: If the Portal is open, you may put an (Alpha symbol) or (Rogue Symbol) Clash card with an initial resource cost of one or less from your hand into your Clash Zone.
Card text from the official card database. See the Card Gallery for every printing.






