Rarity: Uncommon
Number: 060/298
Description: When a friendly unit attacks or defends alone, give it +1 Might this turn.
Energy Cost: 2
Power Cost: 0
Might: 0
Card Type: Gear
Domain...
Rarity: Rare
Number: 113/298
Description: Kill a friend unit or gear, exhaust : ACTION - ADD rune rune. (Use on your turn or in showdowns. Abilities that add resources can't be reacted to.)
...
Rarity: Common
Number: 011/298
Description: Other friendly units enter ready.
Energy Cost: 8
Power Cost: 1
Might: 8
Card Type: Unit
Tag: Freljord
Domain: Fury
Flavor Text: A riv...
Rarity: Rare
Number: 191/298
Description: TANK (I must be assigned combat damage first.)
When you play me, move a unit from a battlefield to its base.
Energy Cost: 5
Power Cost: 0
Might...
Rarity: Rare
Number: 239/298
Description: DEATHKNELL - Play three 1 might Recruit unit tokens into your base. (When I die, get the effect.)
Energy Cost: 5
Power Cost: 1
Might: 4
Card ...
Rarity: Rare
Number: 251/298
Description: At start of your Beginning Phase, draw 1 if you have 1 or fewer cards in your hand.
Energy Cost: 0
Power Cost: 0
Might: 0
Card Type: Legend
...
Rarity: Common
Number: 010/298
Description: ACCELERATE (You may pay 1 Fury as an additional cost to have me enter ready.)
Energy Cost: 2
Power Cost: 0
Might: 2
Card Type: Unit
Tag: ...
Rarity: Common
Number: 087/298
Description: TANK (I must be assigned combat damage first.)
When you play me, draw 1.
Energy Cost: 3
Power Cost: 0
Might: 2
Card Type: Unit
Tag: Bandl...
Rarity: Rare
Number: 150/298
Description: ACCELERATE (You may pay 1 body as an additional cost to have me enter ready.)
ASSAULT (+1 Might while i'm an attacker.)
As you play me, you may spend...
Rarity: Uncommon
Number: 141/298
Description: When you play me, buff two other friendly units. (Each one that doesn't have a buff gets a +1 Might buff.)
Energy Cost: 4
Power Cost: 1
Mig...
Rarity: Rare
Number: 236/298
Description: Your DEATHKNELL trigger an additional time
Energy Cost: 3
Power Cost: 1
Might: 3
Card Type: Champion Unit
Tag: Karthus;Shadow Isles;Spirit
...
Rarity: Rare
Number: 235/298
Description: VISION (When you play me, look at the top card of your Main Deck. You may recycle it.)
When you recycle one or more cards, buff a friendly unit. (If ...
Rarity: Uncommon
Number: 017/298
Description: This enters exhausted.
Exhaust: Deal 2 to a unit at a battlefield.
Energy Cost: 3
Power Cost: 0
Might: 0
Card Type: Gear
Domain: Fury
...
Rarity: Uncommon
Number: 221/298
Description: ACTION (Play on your turn or in showdowns.) When any unit takes damage this turn, kill it.
Energy Cost: 5
Power Cost: 2
Might: 0
Card Typ...
Rarity: Common
Number: 009/298
Description: ACTION (Play on your turn or in showdowns.)
Deal 3 to a unit at a battlefield.
Energy Cost: 1
Power Cost: 1
Might: 0
Card Type: Spell
Dom...
Rarity: Rare
Number: 233/298
Description: ACTION (Play on your turn or in showdowns.)
Give friendly units +5 Might this turn.
Energy Cost: 6
Power Cost: 3
Might: 0
Card Type: Spell
...
Rarity: Common
Number: 008/298
Description: ACTION (Play on your turn or in showdowns.)
Discard 1. Deal its Energy cost as damage to a unit at a battlefield. (Ignore its Power cost.)
Energy...
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. '