Rarity: Rare
Number: 108/166
Description: When you play this or at the start of your Beginning Phase, [BURN 1]. When you burn a unit this way, do this: Give a friendly unit +Might equal to th...
Rarity: Rare
Number: 132/166
Description: When you play me, name a spell.
While I'm at a battlefield, opponents can't play spells with that name.
Energy Cost: 2
Power Cost: 1
Might: 3
...
Rarity: Epic
Number: 142/166
Description: [ACTION] (Play on your turn or in showdowns.)
This turn, double a unit's Might and give it "2 Runes: Ready me."
Energy Cost: 4
Card Type: Signatu...
Rarity: Showcase
Number: 183/166
Description: [AMBUSH]
When you play a spell, give me +2 Might this turn.
Energy Cost: 4
Power Cost: 1
Might: 3
Card Type: Champion Unit
Tag: Mount T...
Rarity: Rare
Number: 149/166
Description: [EMPOWER 2 and 2 Runes] (2 and 2 Runes: Empower me. Use only if not Empowered.)
1, Exhaust: Ready a gear.
[EMPOWERED] 1, Exhaust: Ready 2 gear.
Car...
Rarity: Rare
Number: 131/166
Description: Kill an enemy Chaos (Chaos) unit or gear.
Energy Cost: 2
Power Cost: 1
Card Type: Spell
Domain: Order
Flavor Text: Disorder is isolation. R...
Rarity: Rare
Number: 085/166
Description: Choose an opponent. They reveal their hand and you choose a Mind (Mind) card from it. They recycle that card.
Energy Cost: 1
Card Type: Spell
D...
Rarity: Rare
Number: 015/166
Description: [ACTION] (Play on your turn or in showdowns.)
This can't be countered.
Deal 4 to an enemy Calm (Calm) unit.
Energy Cost: 1
Power Cost: 1
Card T...
Rarity: Rare
Number: 130/166
Description: [EMPOWER 3 and 1 Order] (3 and 1 Order: Empower me. Use only if not Empowered.)
[EMPOWERED] Your units that are [EMPOWERED] have +2 Might (including ...
Rarity: Rare
Number: 061/166
Description: [REACTION] (Play any time, even before spells and abilities resolve.)
Ignore [DEFLECT] while paying this spell's cost.
Give an enemy Body (Body) unit...
Rarity: Rare
Number: 040/166
Description: [REACTION] (Play any time, even before spells and abilities resolve.)
Choose a friendly unit that's in combat with an enemy Fury (Fury) unit or that'...
Rarity: Epic
Number: 044/166
Description: When you play your first card each turn, if I'm at a battlefield, your next card costs 2 and 2 Runes less.
Energy Cost: 7
Might: 7
Card Type: U...
Rarity: Rare
Number: 107/166
Description: Return any number of enemy Order (Order) units with total Might 5 or less to their owners' hands.
Energy Cost: 1
Power Cost: 1
Card Type: Spell...
Rarity: Uncommon
Number: 055/166
Description: [EMPOWER 3] (3: Empower me. Use only if not Empowered.)
[EMPOWERED] Your spells cost 1 and 1 Rune less, to a minimum of 1.
Rarity: Epic
Number: 136/166
Description: [EMPOWER 1 and 2 Order] (1 and 2 Order: Empower me. Use only if not Empowered.)
[EMPOWERED] I have [ASSAULT 2]. (+2 Might while I'm an attacker.)
[EM...
Rarity: Rare
Number: 039/166
Description: [REACTION] (Play any time, even before spells and abilities resolve.)
Counter a spell if an opponent has played another spell this turn.
Energy Cos...
Rarity: Epic
Number: 184/219
Description: [REACTION] (Play any time, even before spells and abilities resolve.)
Banish a friendly unit, then its owner plays it to any battlefield, ignoring it...
Rarity: Showcase
Number: 205a/298
Description: GANKING (I can move from battlefield to battlefield.)
The third time I move in a turn, you score 1 point.
Energy Cost: 5
Power Cost: 1
Mig...
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. '