Rarity: Common
Number: 093/298
Description: Exhaust: Give a unit -1 Might this turn, to a minimum of 1 Might.
Energy Cost: 2
Power Cost: 1
Might: 0
Card Type: Spell
Domain: Mind
F...
Rarity: Common
Number: 014/298
Description: ACTION (Play on your turn or in showdowns.)
This spell's Energy cost is reduced by the highest Might among units you control.
Deal 5 to a unit at a...
Rarity: Uncommon
Number: 287/298
Description: When you conquer here, recycle one of your runes
Energy Cost: 0
Power Cost: 0
Might: 0
Card Type: Battlefield
Domain: None
Rarity: Common
Number: 175/298
Energy Cost: 3
Power Cost: 0
Might: 3
Card Type: Unit
Tag: Bilgewater;Pirate
Domain: Chaos
Flavor Text: Few people laughed when she claimed she was ...
Rarity: Uncommon
Number: 020/298
Description: LEGION - When you play me, discard 2, then draw 2. (Get the effect if you've played another card this turn.)
Energy Cost: 5
Power Cost: 1
M...
Rarity: Uncommon
Number: 182/298
Description: When this is played, discarded, or killed, draw 1.
Energy Cost: 2
Power Cost: 0
Might: 0
Card Type: Gear
Domain: Chaos
Flavor Text: T...
Rarity: Common
Number: 050/298
Description: ACTION (Play on your turn or in showdowns.)
Stun a unit. (It doesn't deal combat damage this turn.)
Energy Cost: 2
Power Cost: 1
Might: 0
C...
Rarity: Common
Number: 092/298
Description: When you play me, deal 6 to an enemy unit at a battlefield.
Energy Cost: 6
Power Cost: 2
Might: 6
Card Type: Unit
Tag: Bilgewater;Pirate
...
Rarity: Common
Number: 271/298
Energy Cost: 0
Power Cost: 0
Might: 1
Card Type: Unit;Token
Tag: Recruit
Domain: None
Flavor Text: To strike against any of us is to strike against ...
Rarity: Rare
Number: 032/298
Description: Exhaust: The next spell you play deals 1 Bonus Damage. (Each instance of damage the spell deals is increased by 1.)
Energy Cost: 3
Power Cost: 0
...
Rarity: Uncommon
Number: 103/298
Description: When you play a spell, give me +1 Might this turn.
Energy Cost: 2
Power Cost: 0
Might: 2
Card Type: Unit
Tag: Noxus
Domain: Mind
Fl...
Rarity: Uncommon
Number: 019/298
Description: If you've discarded a card this turn, I have ASSAULT and GANKING. (+1 Might while I'm an attacker. I can move from battlefield to battlefield.)
...
Rarity: Rare
Number: 261/298
Description: When you stun one or more enemy units, buff a friendly unit. (If it doesn't have a buff, it gets a +1 Might buff.)
Energy Cost: 0
Power Cost: 0
...
Rarity: Rare
Number: 155/298
Description: DEFLECT (Opponents must pay 1 Rune to choose me with a spell or ability.)
When I conquer, draw 1 or channel 1 Rune exhausted.
Energy Cost: 4
Powe...
Rarity: Rare
Number: 154/298
Description: ACTION (Play on your turn or in showdowns.)
Give a unit +7 Might this turn.
Energy Cost: 4
Power Cost: 1
Might: 0
Card Type: Spell
Domain: ...
Rarity: Common
Number: 013/298
Description: DEFLECT (Opponents must pay Power to choose me with a spell or ability.)
Energy Cost: 2
Power Cost: 0
Might: 2
Card Type: Unit
Tag: Poro
...
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. '