Rarity: Epic
Number: 190/221
Description: [UNIQUE] (Your deck can have only 1 card with this name.)
[EQUIP Rune] (Rune: Attach this to a unit you control.)
When I attack or defend, deal 2 to ...
Rarity: Rare
Number: 140/221
Description: When you play me, you may play a spell from your trash with Energy cost no more than 3, ignoring its Energy cost. Recycle that spell after you play i...
Rarity: Showcase
Number: 110a/221
Description: When I attack or defend one on one, double my Might this combat.
Energy Cost: 3
Power Cost: 1
Might: 3
Card Type: Champion Unit
Tag: D...
Rarity: Rare
Number: 110/221
Description: When I attack or defend one on one, double my Might this combat.
Energy Cost: 3
Power Cost: 1
Might: 3
Card Type: Champion Unit
Tag: Demaci...
Rarity: Rare
Number: 205/221
Description: When one of your units becomes [MIGHTY], you may exhaust me to channel 1 rune exhausted. (A unit is Mighty while it has 5+ Might.)
Energy Cost: 0
...
Rarity: Rare
Number: 021/221
Description: [DEATHKNELL] — Play two 3 Might Mech unit tokens to your base. (When I die, get the effect.)
Energy Cost: 6
Power Cost: 1
Might: 6
Card Type:...
Rarity: Rare
Number: 197/221
Description: Your Sand Soldiers have [WEAPONMASTER].
1, Exhaust: Play a 2 Might Sand Soldier unit token to your base. Use only if you've played an Equipment this ...
Rarity: Rare
Number: 199/221
Description: Exhaust: [REACTION] — Draw 1. Use only if you've chosen enemy units and/or gear twice this turn with spells or unit abilities.
Energy Cost: 0
Pow...
Rarity: Rare
Number: 082/221
Description: When I attack or defend, deal damage equal to my Might to an enemy unit here.
I don't deal combat damage.
Mind: [ACTION] — Move me to your base.
En...
Rarity: Rare
Number: 139/221
Description: [HIDDEN] (Hide now for 1 Rune to react with later for 0.)
When you play this from face down, attach it to a unit you control here.
[Equip Chaos] (Cha...
Rarity: Epic
Number: 027/221
Description: If you have two or fewer cards in your hand, I enter ready.
When I hold, draw 2.
Energy Cost: 7
Power Cost: 1
Might: 7
Card Type: Unit
Tag:...
Rarity: Rare
Number: 020/221
Description: When I win a combat, play a Gold gear token exhausted.
When I attack or defend, you may pay Fury. If you do, give me +2 Might this turn.
Energy Cos...
Rarity: Rare
Number: 185/221
Description: When you win a combat, draw 1. (You win if only your units remain after combat.)
Energy Cost: 0
Power Cost: 0
Might: 0
Card Type: Legend
Ta...
Rarity: Epic
Number: 194/221
Description: [REACTION] (Play any time, even before spells and abilities resolve.)
Choose a unit. The next time that unit would be dealt damage this turn, prevent...
Rarity: Rare
Number: 080/221
Description: [ACTION] (Play on your turn or in showdowns.)
[REPEAT 1, Mind] (You may pay the additional cost to repeat this spell's effect.)
Deal 1 to up to three...
Rarity: Uncommon
Number: 012/221
Description: I cost 1 less for each card you've played this turn, to a minimum of 1.
Energy Cost: 5
Might: 5
Card Type: Unit
Tag: Noxus;Trifarian
Do...
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. '