Rarity: Rare
Number: 174/221
Description: When you play me, play four Gold gear tokens exhausted.
Energy Cost: 8
Power Cost: 2
Might: 9
Card Type: Unit
Tag: Freljord
Flavor Text: ...
Rarity: Epic
Number: 060/221
Description: [DEFLECT] (Opponents must pay 1 Rune to choose me with a spell or ability.)
While I'm at a battlefield, opponents can't score points.
Energy Cost: ...
Rarity: Epic
Number: 090/221
Description: [EQUIP 1, Calm] (1, Calm: Attach this to a unit you control.)
3, Calm, Banish this: Play all units banished with this, ignoring their costs. (Use onl...
Rarity: Rare
Number: 056/221
Description: [QUICK-DRAW] (This has REACTION. When you play it, attach it to a unit you control.)
[EQUIP Calm] (Calm: Attach this to a unit you control.)
Might +3...
Rarity: Rare
Number: 173/221
Description: I must be assigned combat damage last.
If another unit you control here would die, if it has less Might than me, instead heal it, exhaust it, and rec...
Rarity: Epic
Number: 030/221
Description: [EQUIP 1, Fury] (1, Fury: Attach this to a unit you control.)
My hold effects are also conquer effects, and vice verse.
Might +2
Energy Cost: 3
C...
Rarity: Rare
Number: 143/221
Description: [ACCELERATE] (You may pay 1, Chaos as an additional cost to have me enter ready.)
If you've spent at least 2 Runes this turn, I have +2 Might and [GA...
Rarity: Rare
Number: 203/221
Description: When you recycle a rune, you may exhaust me to play a Gold gear token exhausted.
When one or more enemy units die, ready me.
Energy Cost: 0
Power...
Rarity: Epic
Number: 120/221
Description: [DEFLECT 2] (Opponents must pay to choose me with a spell or Ability.)
When I conquer after an attack, if you assigned 5 or more excess damage to ene...
Rarity: Epic
Number: 192/221
Description: [UNIQUE] (Your deck can have only 1 card with this name.)
[EQUIP Rune] (Rune: Attach this to a unit you control.)
When you play this, ready your unit...
Rarity: Showcase
Number: 089a/221
Description: Your Mechs have +1 Might (including me).
When I hold, play a 3 Might Mech unit token to your base.
Energy Cost: 5
Power Cost: 1
Might: 4
...
Rarity: Epic
Number: 089/221
Description: Your Mechs have +1 Might (including me).
When I hold, play a 3 Might Mech unit token to your base.
Energy Cost: 5
Power Cost: 1
Might: 4
Card...
Rarity: Epic
Number: 206/221
Description: [REACTION] (Play any time, even before spells and abilities resolve.)
Choose a friendly unit and a spell. Counter that spell and give that unit + Mig...
Rarity: Showcase
Number: 171a/221
Description: Your tokens enter ready.
Energy Cost: 4
Power Cost: 1
Might: 4
Card Type: Champion Unit
Tag: Zaun;Renata Glasc
Domain: Order
Flavo...
Rarity: Rare
Number: 171/221
Description: Your tokens enter ready.
Energy Cost: 4
Power Cost: 1
Might: 4
Card Type: Champion Unit
Tag: Zaun;Renata Glasc
Domain: Order
Flavor Tex...
Rarity: Rare
Number: 201/221
Description: When you or an ally hold, you may exhaust me to play a Gold gear token exhausted.
While your score is within 3 points of the Victory Score, your Gold...
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. '