Rarity: Epic
Number: 201/298
Description: Each player discards their hand, then draws 4.
Energy Cost: 3
Power Cost: 1
Might: 0
Card Type: Spell
Domain: Chaos
Flavor Text: "Good a ...
Rarity: Rare
Number: 112/166
Description: When I conquer, play a 0 Might Shadow Clone unit token to your base. (It has "When I attack, you may banish a unit from your trash. If you do, give m...
Rarity: Uncommon
Number: 106/166
Description: [ACTION] (Play on your turn or in showdowns.)
Choose a unit at a battlefield. If it has 3 Might or less, banish it. Otherwise, return it to its o...
Rarity: Rare
Number: 089/166
Description: Look at the top 5 cards of your Main Deck. You may banish a unit or gear from among them and play it, reducing its Energy cost by 5. Recycle the rest...
Rarity: Common
Number: 100/166
Description: Play two 1 Might Tentacle unit tokens from Bilgewater.
[FLOW 3] (You may play this from your trash for its Flow cost. Then banish it.)
Rarity: Uncommon
Number: 105/166
Description: Move a unit with 3 Might or less.
[FLOW 4 and 1 Chaos] (You may play this from your trash for its Flow cost. Then banish it.)
Rarity: Common
Number: 031/166
Description: Give a friendly unit +1 Might this turn. It can't be chosen by enemy spells and abilities this turn.
[FLOW 2] (You may play this from your trash fo...
Rarity: Common
Number: 099/166
Description: [HIDDEN] (Hide now for Rune to react with later for 0.)
When you play me from face down, you may empower something here. Disempower it at end of tu...
Rarity: Common
Number: 077/166
Description: [EMPOWER 2] (2: Empower this. Use only if not Empowered.)
Exhaust: Give a unit +2 Might this turn. If this is [EMPOWERED], give that unit +4 Might ...
Rarity: Uncommon
Number: 037/166
Description: When you play me, if you control 7 or more runes, choose an enemy gear. If it's [EMPOWERED], disempower it. Otherwise, kill it.
Rarity: Epic
Number: 146/166
Description: Deal 4 to a unit at a battlefield. If you control 7 or more runes, deal 7 to it instead. When it dies this turn, channel 1 rune exhausted.
Energy C...
Rarity: Uncommon
Number: 104/166
Description: [EMPOWER 2 and 1 Chaos] (2 and 1 Chaos: Empower me. Use only if not Empowered.)
When I become [EMPOWERED], you may choose a unit in your trash wi...
Rarity: Rare
Number: 065/166
Description: [VISION] (When you play me, look at the top card of your Main Deck. You may recycle it.)
When I conquer, if you've played a non-token unit, a non-tok...
Rarity: Uncommon
Number: 059/166
Description: [ACTION] (Play on your turn or in showdowns.)
This costs 2 less if you control something that's [EMPOWERED].
Deal 4 to a unit at a battlefield.
Rarity: Rare
Number: 043/166
Description: [DEFLECT] (Opponents must pay Rune to choose me with a spell or ability.)
[EMPOWER 7] (7: Empower me. Use only if not Empowered.)
[EMPOWERED] I have ...
Rarity: Rare
Number: 042/166
Description: When I hold, if there is exactly one other unit you control here, draw 1.
Energy Cost: 5
Power Cost: 1
Might: 6
Card Type: Champion Unit
Ta...
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. '