Rarity: Uncommon
Number: 136/221
Description: [REACTION] (Play any time, even before spells and abilities resolve.)
[REPEAT 2] (You may pay the additional cost to repeat this spell's effect.)...
Rarity: Common
Number: 154/221
Description: [HIDDEN] (Hide now for Rune to react with later for 0.)
Play a 2 Might Sand Soldier unit token. You may pay Order to ready it.
Energy Cost: 3
C...
Rarity: Common
Number: 007/221
Description: When you play me, give a unit [GANKING] this turn. (It can move from battlefield to battlefield)
Energy Cost: 2
Power Cost: 0
Might: 2
Card...
Rarity: Common
Number: 068/221
Description: [ACCELERATE] (You may pay 1 and Mind as an additional cost to have me enter ready.)
Each Equipment attached to me gives double its base Might bonus...
Rarity: Common
Number: 067/221
Description: You may pay Mind as an additional cost to play me.
When you play me, if you paid the additional cost, give a unit -2 Might this turn.
Energy Cost...
Rarity: Common
Number: 066/221
Description: [REACTION] (Play any time, even before spells and abilities resolve.)
[REPEAT 2] (You may pay the additional cost to repeat this spell's effect.)
G...
Rarity: Uncommon
Number: 208/221
Description: While you control this battlefield, friendly legends have "Exhaust: Attach an Equipment you control to a unit you control."
Card Type: Battlefi...
Rarity: Common
Number: 065/221
Description: Your Mechs have [VISION]. (When you play us, look at the top card of your Main Deck. You may recycle it.)
Energy Cost: 2
Might: 2
Card Type: ...
Rarity: Common
Number: 125/221
Description: When I move to a battlefield, you may pay Chaos to move a unit you control to the same battlefield.
Energy Cost: 4
Might: 4
Card Type: Unit
...
Rarity: Uncommon
Number: 101/221
Description: When you play me, buff up to four friendly units. (Give each one a +1 Might buff if it doesn't have one.)
When you spend a buff, play a Gold gear...
Rarity: Common
Number: 153/221
Description: [EQUIP Order] (Order: Attach this to a unit you control.)
When I move, play a 1 Might Recruit unit token here.
Energy Cost: 1
Card Type: Gear
...
Rarity: Uncommon
Number: 073/221
Description: [EQUIP Calm] (Calm: Attach this to a unit you control.)
I am a mech.
+1 Might
Energy Cost: 1
Card Type: Gear
Tag: Equipment
Rarity: Uncommon
Number: 207/221
Description: When you conquer here, you may pay 1 and return a unit you control here to its owner's hand. If you do, play a 2 Might Sand Soldier unit token he...
Rarity: Uncommon
Number: 072/221
Description: When you play me, if you control two or more gear, ready me.
Energy Cost: 4
Might: 4
Card Type: Unit
Tag: Zaun
Domain: Mind
Flavor Te...
Rarity: Common
Number: 124/221
Description: [EQUIP Chaos] (Chaos: Attach this to a unit you control.)
When I conquer, discard 1, then draw 1. +1 Might
Energy Cost: 1
Power Cost: 0
Might...
Rarity: Common
Number: 033/221
Description: [EQUIP Calm] (Calm: Attach this to a unit you control.)
TANK (I must be assigned combat damage first.) +1 Might
Energy Cost: 1
Power Cost: 0
...
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. '