Rarity: Common
Number: 154/264
Description: When Defeated: You may ready a unit that costs 5 or less.
Aspect: Aggression;Heroism
Card Type: Unit
Traits: Official;Republic
Cost: 6
Po...
Rarity: Rare
Number: 203/264
Description: Each other friendly unit gains Hidden.Plot (When you deploy a leader, you may play this card from your resources, paying its cost. Replace it with th...
Rarity: Rare
Number: 88/264
Description: AmbushWhen this unit attacks and defeats a unit: You may draw a card.Plot
Aspect: Command;Villainy
Card Type: Unit
Traits: Transport;Underworld;...
Rarity: Rare
Number: 231/264
Description: Choose a unit. For this phase, it gains Sentinel and: "When this unit is attacked: Create a Spy token."
Aspect: Cunning
Card Type: Event
Traits...
Rarity: Rare
Number: 227/264
Description: Attach to a Vehicle unit.When Played: If attached unit is a Transport, you may create a Spy token.
Aspect: Cunning
Card Type: Upgrade
Traits: M...
Rarity: Rare
Number: 136/264
Description: When Defeated: You may defeat another friendly unit. If you do, deal 4 damage to each enemy base.
Aspect: Aggression;Villainy
Card Type: Unit
T...
Rarity: Rare
Number: 157/264
Description: Attack with a unit. It gets +1/+0 and gains Overwhelm for this attack. If it attacks a unit, the defender loses all abilities for this attack.
Aspe...
Rarity: Rare
Number: 12/264
Description: Friendly units that have damaged an opponent's base this phase can't be attacked (unless they have sentinel).
[Deployed Leader Unit]
Overwhelm
While y...
Rarity: Rare
Number: 210/264
Description: Attached unit gains: "On Attack: Name a card. The defending player reveals their hand. For each card in their hand with that name, create a Spy token...
Rarity: Common
Number: 86/264
Description: Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.)Overwhelm (When attacking an enemy unit, deal excess damage to the ...
Rarity: Uncommon
Number: 208/264
Description: Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.)On Attack: If the defender is exhausted, it gets –4/–0 for t...
Rarity: Special
Number: 17/264
Description: Whena. friendly unit deals combat damage to a base: You may exhaust this leader. If you do, look at the top 2 cards of the defending players deck. ...
Rarity: Common
Number: 261/264
Description: When Defeated: The next Official unit you play this phase costs 1 resource less.
Card Type: Unit
Traits: Official;Republic
Cost: 3
Power: 3...
Rarity: Legendary
Number: 90/264
Description: SentinelWhen this unit is attacked: Discard a card from your deck. If it's a unit, you may return it to your hand.
Aspect: Command;Villainy
C...
Rarity: Common
Number: 184/264
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: Imp...
Rarity: Rare
Number: 126/264
Description: Choose an opponent. If you control more units than that opponent, they can't play events for this phase.Plot (When you deploy a leader, you may play ...
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. '