Rarity: Rare
Number: 111/221
Description: [HIDDEN] (Hide now for Rune to react with later for 0.)
[ACTION] (Play on your turn or in showdowns.)
You may play a unit from hand to a battlefield ...
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: Showcase
Number: 180a/221
Description: When a unit you control becomes [MIGHTY], you may pay Order to ready it. (A unit is Mighty while it has 5+ Might.)
Energy Cost: 3
Might: 3
...
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: Showcase
Number: 149a/221
Description: When you play me, discard 1, then draw 2.
Optional additional costs you pay cost 1 or 1 Rune less.
Energy Cost: 3
Power Cost: 1
Might: 3
...
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: 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: Showcase
Number: 148a/221
Description: [DEFLECT] (Opponents must pay 1 Rune to choose me with a spell or ability.)
The first time I win a combat each turn, you score 1 point.
When I d...
Rarity: Epic
Number: 147/221
Description: Return all units and gear to their owners' hands.
Energy Cost: 8
Power Cost: 2
Card Type: Spell
Domain: Chaos
Flavor Text: Sunk costs have ...
Rarity: Epic
Number: 196/221
Description: [REACTION] (Play any time, even before spells and abilities resolve.)
Give a unit +2 Might this turn and another unit -2 Might this turn.
Energy Co...
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: Epic
Number: 178/221
Description: [EQUIP] — Order, Kill a friendly unit (Pay the cost: Attach this to a unit you control.)
+4 Might
Energy Cost: 3
Power Cost: 1
Might: 0
Card ...
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...
Rarity: Epic
Number: 198/221
Description: Play a 2 Might Sand Soldier unit token for each Equipment you control. Then ready two of them.
Energy Cost: 6
Power Cost: 1
Card Type: Signatur...
Rarity: Epic
Number: 200/221
Description: [ACTION] (Play on your turn or in showdowns.)
Banish a friendly unit, then its owner lays it, ignoring its cost. Deal 3 to an enemy unit at a battlef...
Rarity: Rare
Number: 049/221
Description: When you attach an Equipment to me, choose one that hasn't been chosen this turn —
•Ready 2 runes.
•Channel 1 rune exhausted.
•Buff a friendly unit.
...
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. '