Rarity: Common
Number: 077/166
Description: [EMPOWER 2] (2: Empower this. Use only if not Empowered.)
Exhaust: Give a unit +2 Might this turn. If this is [EMPOWERED], give that unit +4 Might ...
Rarity: Rare
Number: 065/166
Description: [VISION] (When you play me, look at the top card of your Main Deck. You may recycle it.)
When I conquer, if you've played a non-token unit, a non-tok...
Rarity: Rare
Number: 042/166
Description: When I hold, if there is exactly one other unit you control here, draw 1.
Energy Cost: 5
Power Cost: 1
Might: 6
Card Type: Champion Unit
Ta...
Rarity: Uncommon
Number: 059/166
Description: [ACTION] (Play on your turn or in showdowns.)
This costs 2 less if you control something that's [EMPOWERED].
Deal 4 to a unit at a battlefield.
Rarity: Common
Number: 097/166
Description: [HIDDEN] (Hide now for Rune to react with later for 0.)
I have +1 Might for each other unit you control here with my name.
Your deck can have any n...
Rarity: Common
Number: 122/166
Description: [EMPOWER 2] (2: Empower me. Use only if not Empowered.)
[EMPOWERED] I have +1 Might and [DEFLECT 2]. (Opponents must pay 2 Runes to choose me with ...
Rarity: Rare
Number: 151/166
Description: When you empower something else, empower me. (I become Empowered if I'm not already.)
Disempower me, Exhaust: Give a unit at a battlefield -2 Might t...
Rarity: Common
Number: 076/166
Description: I have [ASSAULT] equal to the number of gear you control. (+1 Might while I'm an attacker for each instance of Assault.)
Rarity: Uncommon
Number: 014/166
Description: [EMPOWER 2 and 1 Fury] (2 and 1 Fury: Empower me. Use only if not Empowered.)
[EMPOWERED] I have [ASSAULT 3]. (+3 Might while I'm an attacker.)
Rarity: Common
Number: 095/166
Description: When I move, you may [BURN 1] to give me +1 Might this turn. (To Burn 1, put the top card of your Main Deck into your trash.)
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. '