Rarity: Uncommon
Number: 209/219
Description: At the start of your Beginning Phase, you may kill a unit you control here to draw 1. (This happens before scoring.)
Card Type: Battlefield
D...
Rarity: Common
Number: 039/219
Description: [EQUIP Calm] (Calm: Attach this to a unit you control.)
[LEVEL 3] I have an additional +1 Might. (While you have 3+ XP, get the effect.)
+1 Might
...
Rarity: Uncommon
Number: 108/219
Description: If you've gained XP this turn, I have +1 Might and [GANKING]. I can move from battlefield to battlefield.)
Energy Cost: 4
Might: 4
Card Typ...
Rarity: Uncommon
Number: 107/219
Description: Choose a friendly unit and a battlefield. Move all enemy units at that battlefield with less Might than the chosen unit to their base. Gain 1 XP....
Rarity: Rare
Number: 189/221
Description: Exhaust: [REACTION] — [ADD] Rune. Use only to play gear or use gear abilities. (Abilities that add resources can't be reacted to.)
Energy Cost: 2
...
Rarity: Showcase
Number: 143a/221
Description: [ACCELERATE] (You may pay 1, Chaos as an additional cost to have me enter ready.)
If you've spent at least 2 Runes this turn, I have +2 Might an...
Rarity: Rare
Number: 144/221
Description: When you choose a friendly unit, you may pay 1 and exhaust this to draw 1.
Energy Cost: 2
Card Type: Gear
Domain: Chaos
Flavor Text: Never br...
Rarity: Rare
Number: 113/219
Description: HUNT 2 (When I conquer or hold, gain 2 XP.)
LEVEL 6 I have DEFLECT and GANKING. (While you have 6+ XP, opponent must play 1 Rune to choose me with a ...
Rarity: Rare
Number: 191/219
Description: LEVEL 6 Your units have +1 Might. (While you have 6+ XP, get the effect.)
LEVEL 11 Your units enter ready.
Card Type: Legend
Tag: Master Yi
Dom...
Rarity: Rare
Number: 085/219
Description: [REACTION] (Play any time, even before spells and abilities resolve.)
[TEMPORARY] (Kill this at the start of its controller's Beginning Phase, before...
Rarity: Rare
Number: 175/219
Description: [REACTION] (Play any time, even before spells and abilities resolve.)
Choose a friendly unit. The next time it would die this turn, heal it, exhaust ...
Rarity: Common
Number: 036/219
Description: [SHIELD 2] (+2 Might while I'm a defender.)
[TANK] (I must be assigned combat damage first.)
Energy Cost: 2
Power Cost: 0
Might: 1
Card Typ...
Rarity: Rare
Number: 035/298
Description: ASSAULT 3 (+3 Might while I'm an attacker.)
If an opponent controls a battlefield, I enter ready.
When I conquer, you may pay 1 to return me to my ow...
Rarity: Rare
Number: 076/298
Description: When I attack, deal damage equal to my Might to an enemy unit here.
Energy Cost: 6
Power Cost: 2
Might: 6
Card Type: Champion Unit
Tag: Ion...
Rarity: Common
Number: 095/298
Description: REACTION (Play any time, even before spells and abilities resolve.)
Give a unit -1 Might this turn, to a minimum of 1 Might. Draw 1.
Energy Cost:...
Rarity: Epic
Number: 200/219
Description: Choose a unit. Play a ready Reflection unit token to your base. It becomes a copy of that unit. Give it [TEMPORARY]. (Kill it at the start of its con...
Rarity: Showcase
Number: 232/221
Description: When I'm played and when I conquer, buff me. (If I don't have a buff, I get a +1 Might buff.)
Spend my buff: Give me +4 Might this turn.
Energy...
Rarity: Epic
Number: 164/298
Description: When I'm played and when I conquer, buff me. (If I don't have a buff, I get a +1 Might buff.)
Spend my buff: Give me +4 Might this turn.
Energy Cos...
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. '