Rarity: Uncommon
Number: 045/221
Description: [REACTION] (Play any time, even before spells and abilities resolve.)
Counter an enemy spell or ability that chooses a friendly unit or gear.
E...
Rarity: Common
Number: 036/221
Description: [DEATHKNELL] — If I died alone, draw 1. (When I die, get the effect. I'm alone if there are no other friendly units here.)
Energy Cost: 2
Might...
Rarity: Common
Number: 032/221
Description: When you play me, you may kill a gear.
Energy Cost: 3
Power Cost: 1
Might: 2
Card Type: Unit
Tag: Demacia
Domain: Calm
Flavor Text: "...
Rarity: Uncommon
Number: 163/221
Description: [REACTION] (Play any time, even before spells and abilities resolve)
Kill a friendly unit to give +Might equal to its Might to another friendly u...
Rarity: Uncommon
Number: 042/221
Description: [EQUIP Calm] (Calm: Attach this to a unit you control.)
If this was attached to me this turn, I have an additional +2 Might.
+1 Might.
Energy C...
Rarity: Common
Number: 096/298
Description: DEATHKNELL - Draw 1. (When I die, get the effect.)
Energy Cost: 2
Power Cost: 0
Might: 1
Card Type: Unit
Tag: Freljord
Domain: Mind
F...
Rarity: Uncommon
Number: 183/298
Description: ACTION (Play on your turn or in showdowns.)
Look at the top 3 cards of your Main Deck. Put 1 into your hand and recycle the rest.
Energy Cost: ...
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: Uncommon
Number: 058/298
Description: REACTION (Play any time, even before spells and abilities resolve.)
Give a unit +2 Might this turn. Draw 1.
Energy Cost: 2
Power Cost: 0
Mi...
Rarity: Common
Number: 045/298
Description: REACTION (Play any time, even before spells and abilities resolve.)
Counter a spell that costs no more than 4 and no more than 1 Power.
Energy Co...
Rarity: Common
Number: 209/298
Description: Each player kills one of their units.
Energy Cost: 2
Power Cost: 1
Might: 0
Card Type: Spell
Domain: Order
Flavor Text: What good is ha...
Rarity: Common
Number: 173/298
Description: ACTION (Play on your turn or in showdowns.)
Move a friendly unit and ready it.
Energy Cost: 2
Power Cost: 1
Might: 0
Card Type: Spell
Dom...
Rarity: Common
Number: 152/219
Description: [ASSAULT] (+1 Might while I'm attacking.)
[DEATHKNELL] Channel 1 rune exhausted.(When I die, get the effect.)
Energy Cost: 3
Might: 2
Card Ty...
Rarity: Rare
Number: 109/221
Description: [WEAPONMASTER]
You may pay Body Body as an additional cost to play me.
When you play me, if you paid the additional cost, move an enemy gear to your ...
Rarity: Uncommon
Number: 044/219
Description: [REACTION] (Play any time, even before spells and abilities resolve.)
Choose one —
• Counter a spell
• Play four 1 Might Bird unit tokens with [D...
Rarity: Rare
Number: 043/166
Description: [DEFLECT] (Opponents must pay Rune to choose me with a spell or ability.)
[EMPOWER 7] (7: Empower me. Use only if not Empowered.)
[EMPOWERED] I have ...
Rarity: Epic
Number: 137/166
Description: [EQUIP 1 and 1 Order] (1 and 1 Order: Attach this to a unit you control.)
As this is attached to a unit, choose another friendly unit. The equipped u...
Rarity: Epic
Number: 152/166
Description: [REACTION] (Play any time, even before spells and abilities resolve.)
Choose a spell with Energy cost no more than 4. You may pay Rune. If you do, ga...
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. '