Rarity: Uncommon
Number: 285/298
Description: When you defend here, you may move a friendly unit here to base.
Energy Cost: 0
Power Cost: 0
Might: 0
Card Type: Battlefield
Domain: N...
Rarity: Common
Number: 274/298
Description: TEMPORARY (Kill me at the start of your Beginning Phase before scoring.)
Energy Cost: 0
Power Cost: 0
Might: 3
Card Type: Unit;Token
Tag:...
Rarity: Common
Number: 174/298
Description: VISION (When you play me, look at the top card of your Main Deck. You may recycle it.)
You may play me to an open battlefield.
Energy Cost: 6
P...
Rarity: Common
Number: 131/298
Description: When I attack, give me +2 Might if there is a ready enemy unit here.
Energy Cost: 5
Power Cost: 0
Might: 5
Card Type: Unit
Tag: Dragon;Sh...
Rarity: Common
Number: 088/298
Energy Cost: 7
Power Cost: 0
Might: 8
Card Type: Unit
Tag: Bandle City;Mech
Domain: Mind
Flavor Text: Mech fights have two rules: One- No Cheating. ...
Rarity: Rare
Number: 265/298
Description: 1, Exhaust: Play a 1 Might Recruit unit token.
Energy Cost: 0
Power Cost: 0
Might: 0
Card Type: Legend
Tag: Viktor
Domain: Mind;Order
Rarity: Common
Number: 055/298
Description: While I'm attacking or defending alone, I have +2 Might.
Energy Cost: 3
Power Cost: 0
Might: 2
Card Type: Unit
Tag: Ionia
Domain: Calm
...
Rarity: Common
Number: 090/298
Description: Exhaust: Give a unit -1 Might this turn, to a minimum of 1 Might.
Energy Cost: 1
Power Cost: 0
Might: 0
Card Type: Gear
Domain: Mind
Fl...
Rarity: Uncommon
Number: 228/298
Description: When a buffed friendly unit dies, buff another friendly unit. (If it doesn't have a buff, it gets a +1 Might buff.)
Energy Cost: 2
Power Cost...
Rarity: Uncommon
Number: 187/298
Description: Starting with the next player, each player may return a unit to its owner's hand.
Energy Cost: 4
Power Cost: 1
Might: 0
Card Type: Spell
...
Rarity: Common
Number: 218/298
Description: LEGION - When you play me, play two 1 Might Recruit unit token here. (Get the effect if you've played another card this turn.)
Energy Cost: 3
P...
Rarity: Common
Number: 169/298
Description: REACTION (Play any time, even before spells and abilities resolve.)
Return a unit at a battlefield with 3 Might or less to its owner's hand.
Ener...
Rarity: Common
Number: 085/298
Description: ACTION (play on your turn or in showdowns.)
Energy Cost: 5
Power Cost: 0
Might: 0
Card Type: Spell
Domain: Mind
Flavor Text: Just an ev...
Rarity: Common
Number: 005/298
Description: ACTION (Play on your turn or in showdowns.)
Deal 3 to a unit at a battlefield. If this kills it, draw 1.
Energy Cost: 4
Power Cost: 0
Might: ...
Rarity: Common
Number: 048/298
Description: REACTION (Play any time, even before spells and abilities resolve.)
As an additional cost to play this, you may exhaust a friendly unit. If you do,...
Rarity: Uncommon
Number: 105/298
Description: Deal 6 to each of up to two units.
Energy Cost: 6
Power Cost: 2
Might: 0
Card Type: Spell
Domain: Mind
Flavor Text: Two fates, very b...
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. '