Rarity: Rare
Number: 063/166
Description: Once each turn, when an enemy unit here dies, channel 1 rune exhausted.
Energy Cost: 5
Power Cost: 1
Might: 6
Card Type: Champion Unit
Tag:...
Rarity: Uncommon
Number: 011/166
Description: [EQUIP Fury] (Fury: Attach this to a unit you control.)
When I move to a battlefield, give me +2 Might this turn.
+1 Might
Rarity: Common
Number: 028/166
Description: When a combat that I was in ends, empower me. (I become Empowered if I'm not already.)
[EMPOWERED] I have +2 Might.
Rarity: Uncommon
Number: 033/166
Description: When I move, reveal the top card of your Main Deck. If it's a unit, draw it. Otherwise, put it in your trash and give me +2 Might this turn.
Rarity: Rare
Number: 017/166
Description: [AMBUSH] (You may play me as a [REACTION] to a battlefield where you have units.)
When you play me, deal damage to a unit equal to the damage marked ...
Rarity: Common
Number: 053/166
Description: If a player would score 1 point from conquering or holding during their first or second turn, they draw 1 instead.
Rarity: Uncommon
Number: 081/166
Description: Give a unit +6 Might this turn.
[FLOW 4] (You may play this from your trash for its Flow cost. Then banish it.)
Rarity: Rare
Number: 111/166
Description: When I move to a battlefield, choose one —
• Each player discards 1.
• Each player draws 1.
Energy Cost: 6
Power Cost: 1
Might: 6
Card Type: ...
Rarity: Common
Number: 052/166
Description: [REACTION] (Play any time, even before spells and abilities resolve.)
Choose one —
• Return a friendly unit to its owner's hand.
• Give an enemy un...
Rarity: Common
Number: 006/166
Description: If you control fewer runes than an opponent at the start of your Beginning Phase, give me +2 Might and [GANKING] this turn. (I can move from battle...
Rarity: Uncommon
Number: 128/166
Description: [EMPOWER 1 and 1 Order] (1 and 1 Order: Empower me. Use only if not Empowered.)
[EMPOWERED][DEATHKNELL] Play two 1 Might Recruit unit tokens to y...
Rarity: Rare
Number: 110/166
Description: [EMPOWER] — Discard a spell (Pay the cost: Empower me. Use only if not Empowered.)
When I become [EMPOWERED], banish an enemy unit at a battlefield w...
Rarity: Rare
Number: 153/166
Description: When you empower something else, empower me. (I become Empowered if I'm not already.)
Disempower me, Rune, Exhaust: Ready a unit.
Card Type: Legend...
Rarity: Epic
Number: 068/166
Description: When you play me or the first time you play a non-token gear each turn, you may ready something besides me that's exhausted.
Energy Cost: 6
Power...
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. '