Rarity: Uncommon
Number: 207/221
Description: When you conquer here, you may pay 1 and return a unit you control here to its owner's hand. If you do, play a 2 Might Sand Soldier unit token he...
Rarity: Uncommon
Number: 072/221
Description: When you play me, if you control two or more gear, ready me.
Energy Cost: 4
Might: 4
Card Type: Unit
Tag: Zaun
Domain: Mind
Flavor Te...
Rarity: Common
Number: 124/221
Description: [EQUIP Chaos] (Chaos: Attach this to a unit you control.)
When I conquer, discard 1, then draw 1. +1 Might
Energy Cost: 1
Power Cost: 0
Might...
Rarity: Common
Number: 033/221
Description: [EQUIP Calm] (Calm: Attach this to a unit you control.)
TANK (I must be assigned combat damage first.) +1 Might
Energy Cost: 1
Power Cost: 0
...
Rarity: Common
Number: 095/221
Description: [EQUIP Body] (Body: Attach this to a unit you control.)
+2 Might
Energy Cost: 2
Power Cost: 0
Might: 2
Card Type: Gear
Tag: Equipment
F...
Rarity: Common
Number: 032/221
Description: When you play me, you may kill a gear.
Energy Cost: 3
Power Cost: 1
Might: 2
Card Type: Unit
Tag: Demacia
Domain: Calm
Flavor Text: "...
Rarity: Common
Number: 094/221
Description: I enter ready if you control another Dragon.
Energy Cost: 7
Might: 7
Card Type: Unit
Tag: Demacia;Dragon
Domain: Body
Flavor Text: A dr...
Rarity: Common
Number: 005/221
Description: Kill a gear. Its controller draws 2.
Energy Cost: 1
Power Cost: 1
Card Type: Spell
Domain: Fury
Flavor Text: Nobody wants to be left hold...
Rarity: Common
Number: 031/221
Description: [REPEAT 2] (You may pay the additional cost to repeat this spell's effect)
Play a 2 Might Sand Soldier unit token.
Energy Cost: 2
Card Type: Sp...
Rarity: Uncommon
Number: 163/221
Description: [REACTION] (Play any time, even before spells and abilities resolve)
Kill a friendly unit to give +Might equal to its Might to another friendly u...
Rarity: Uncommon
Number: 134/221
Description: [EQUIP Chaos] (Chaos: Attach this to a unit you control.)
When I conquer play a Gold gear token exhausted.
Might +1
Energy Cost: 1
Card Type:...
Rarity: Common
Number: 123/221
Description: When I move to a battlefield, discard 1.
When I win combat, draw 1.
Energy Cost: 3
Power Cost: 1
Might: 4
Card Type: Unit
Tag: Piltover
...
Rarity: Common
Number: 122/221
Description: [ACTION] (Play on your turn or in showdowns.)
[REPEAT Chaos] (You may pay the additional cost to repeat this spell's effect.)
Look at the top 2 car...
Rarity: Common
Number: 004/221
Description: [HIDDEN] (Hide now for 1 Rune to react with later for 0.)
Friendly units enter ready this turn. Play a Gold gear token exhausted.
Energy Cost: 2
...
Rarity: Common
Number: 091/221
Description: When you play me, you may draw 1 or buff me. (To buff a unit, give it a +1 Might buff if it doesn't already have one.)
Energy Cost: 3
Power Cos...
Rarity: Common
Number: 062/221
Description: When you play me, ready another friendly Mech.
Energy Cost: 3
Might: 3
Card Type: Unit
Tag: Bandle City;Mech;Yordle
Domain: Mind
Flavor...
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. '