Card TypeUnit
Energy Cost2
Power Cost0
Might1
DomainMind
TagIonia
Card Effect[HIDDEN] (Hide now for 1 Rune to react with later for 0.)
[TEMPORARY] (Kill me at t...
Card TypeUnit
Energy Cost5
Might5
DomainBody
TagIonia
Card EffectWhen I move, you may move an enemy unit here with less Might than me to a different battlefield...
Card TypeUnit
Energy Cost5
Might5
DomainBody
TagIonia
Card EffectWhen I move, you may move an enemy unit here with less Might than me to a different battlefield...
Card TypeUnit
Energy Cost5
Power Cost0
Might5
DomainChaos
TagBilgewater
Card EffectWhen another friendly unit dies, gain 1 XP.
Flavor TextThey don't know ...
Card TypeUnit
Energy Cost5
Power Cost0
Might5
DomainChaos
TagBilgewater
Card EffectWhen another friendly unit dies, gain 1 XP.
Flavor TextThey don't know ...
Card TypeSpell
Energy Cost7
DomainCalm
Card Effect[REACTION] (Play any time, even before spells and abilities resolve.)
Give a unit -10 Might this turn.
F...
Card TypeSpell
Energy Cost7
DomainCalm
Card Effect[REACTION] (Play any time, even before spells and abilities resolve.)
Give a unit -10 Might this turn.
F...
Card TypeUnit
Energy Cost3
Power Cost0
Might3
DomainFury
TagNoxus
Card Effect[AMBUSH] (You may play me as a [REACTION] to a battlefield where you have units.)
W...
Card TypeSpell
Energy Cost4
DomainCalm
Card Effect[REACTION] (Play any time, even before spells and abilities resolve.)
Choose one —
• Counter a spell
• Play ...
Card TypeSpell
Energy Cost4
DomainCalm
Card Effect[REACTION] (Play any time, even before spells and abilities resolve.)
Choose one —
• Counter a spell
• Play ...
Card TypeSpell
Energy Cost1
Power Cost1
Might0
DomainBody
Card Effect[REACTION] (Play any time, even before spells and abilities resolve.)
Choose a friendly unit...
Card TypeSpell
Energy Cost1
Power Cost1
Might0
DomainBody
Card Effect[REACTION] (Play any time, even before spells and abilities resolve.)
Choose a friendly unit...
Card TypeUnit
Energy Cost6
Might5
DomainMind
TagShadow Isles;Spirit
Card EffectWhen another friendly unit dies, give me +2 Might this turn.
Flavor TextDea...
Card TypeUnit
Energy Cost6
Might5
DomainMind
TagShadow Isles;Spirit
Card EffectWhen another friendly unit dies, give me +2 Might this turn.
Flavor TextDea...
Card TypeUnit
Energy Cost6
Power Cost1
Might6
DomainBody
TagShadow Isles;Spider
Card Effect[HUNT 2] (When I conquer or hold, gain 2 XP.)
I can be played to an o...
Card TypeUnit
Energy Cost4
Power Cost1
Might5
DomainOrder
TagBandle City;Yordle
Card Effect[LEVEL 3] I enter ready. (While you have 3+ XP, get the effect.)
...
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '