Rarity: Common
Number: 525
Description: When Played: You may return an Underworld card from your discard pile to your hand.
Card Type: Unit
Traits: Underworld
Cost: 5
Power: 4
HP: 4...
Rarity: Uncommon
Number: 102/264
Description: Deal up to 4 damage to a friendly non-Vehicle unit. If it survives, heal damage from your base equal to the damage dealt this way.
Aspect: Vigi...
Rarity: Uncommon
Number: 130/264
Description: Choose an enemy unit. For this phase, that unit can't deal combat damage.
Aspect: Vigilance
Card Type: Event
Traits: Trick
Cost: 2
Rarity: Uncommon
Number: 31/264
Description: On Attack: Give a unit +1/+1 for this phase. You may give a unit -1/-1 for this phase.
Aspect: Command;Vigilance;Villainy
Card Type: Unit
Tr...
Rarity: Rare
Number: 1/264
Description: Action [Exhaust]: Attack with a unit. It gets +2/+0 and gains Overwhelm for this attack. After completing this attack, defeat it.
Deployed Leader Unit:...
Rarity: Legendary
Number: 36/264
Description: Sentinel
While you control 7 or more units, their printed power is considered to be 7 and their printed HP is considered to be 7.
Aspect: Comma...
Rarity: Common
Number: 7/264
Description: When a friendly Bounty Hunter unit's attack ends: If the defending unit was defeated, you may exhaust this leader. If you do, create a Credit token.
...
Rarity: Uncommon
Number: 156/264
Description: Action [defeat a friendly Credit token]: Take control of this unit. Any player may use this ability.
Aspect: Command
Card Type: Unit
Traits...
Rarity: Uncommon
Number: 40/264
Description: When Played: You may defeat a Credit token (belonging to any player). If you do, give an Experience token to this unit and another friendly unit.
...
Rarity: Rare
Number: 201/264
Description: Attach to a non-Vehicle unit.
Attached unit gains: "When Defeated: If this unit was ready, deal 2 damage to each enemy ground unit."
Aspect: Aggres...
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. '