Rarity: Rare
Number: 3/264
Description: Action [1, Exhaust]: Play a card from your hand, ignoring its aspect penalties.
Deployed Leader Unit:
Action [1]: Play a card from your hand, ignoring ...
Rarity: Uncommon
Number: 158/264
Description: When Played/On Attack: The next Underworld unit you play this phase costs 1 less.
Aspect: Command
Card Type: Unit
Traits: Speeder;Underworl...
Rarity: Legendary
Number: 185/264
Description: Hidden
When Played/When Defeated: Ready another friendly unit. It can't be attacked this phase.
Aspect: Aggression;Heroism
Card Type: Unit
...
Rarity: Common
Number: 167/264
Description: Give a unit +1/+1 for this phase for each different aspect among units you control.
Aspect: Command
Card Type: Event
Traits: Innate
Cost: 2
Rarity: Rare
Number: 47/264
Description: Sentinel
When 1 or more damage is healed from this unit: You may deal that much damage to a unit.
Aspect: Aggression;Heroism;Vigilance
Card Type: ...
Rarity: Common
Number: 168/264
Description: Give an Experience token to a friendly unit. That unit deals damage equal to its power to an enemy unit in the same arena.
Aspect: Command
Card...
Rarity: Uncommon
Number: 187/264
Description: Attach to a non-Vehicle unit.
When Played: Deal 1 damage to each of up to 3 different ground units.
Aspect: Aggression;Heroism
Card Type: Upg...
Rarity: Common
Number: 211/264
Description: Shielded (When you play this unit, give a Shield token to it.)
Aspect: Cunning;Villainy
Card Type: Unit
Traits: Fighter;Underworld;Vehicle
...
Rarity: Uncommon
Number: 152/264
Description: On Attack: You may give an Experience token to another non-leader unit that shares a Trait with a friendly leader.
Aspect: Command
Card Type:...
Rarity: Common
Number: 231/264
Description: Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.)
When Played: If no resources were paid to play this unit, giv...
Rarity: Common
Number: 940
Description: When Played: You may reveal an event from your hand. If you do, deal 1 damage to a unit.
Aspect: Cunning;Villainy
Card Type: Unit
Traits: Imperia...
Rarity: Uncommon
Number: 45/264
Description: Sentinel
When Played: You may deal 3 damage to a ground unit. If you control a [Command] or [Cunning] unit, you may deal 5 damage to a ground unit...
Rarity: Special
Number: 953
Description: On Attack: You may discard a card from your hand. If you do, draw a card.
Aspect: Cunning;Heroism
Card Type: Unit
Traits: Naboo
Cost: 1
Powe...
Rarity: Uncommon
Number: 53/264
Description: When a unit with the highest cost among enemy units is defeated: Create a Credit token. Use this ability only once each round.
Aspect: Aggressio...
Rarity: Uncommon
Number: 797
Description: When an enemy unit deals combat damage to your base: This unit gains Sentinel for this phase. (Enemy units in this arena must attack a Sentinel when ...
Rarity: Uncommon
Number: 55/264
Description: Raid 1 (This unit gets +1/+0 while attacking.)
When Played: Give an Experience token to this unit. If you control a [Cunning] or [Vigilance] unit,...
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. '