Rarity: Uncommon
Number: 145/298
Description: REACTION (Play at any time, even before spells and abilities resolve.)
Prevent all spell and ability damage this turn.
Energy Cost: 1
Power C...
Rarity: Uncommon
Number: 184/298
Description: 1, Exhaust: Move a friendly unit at a battlefield to your base.
Energy Cost: 2
Power Cost: 0
Might: 0
Card Type: Gear
Domain: Chaos
F...
Rarity: Common
Number: 176/298
Description: You may play me to an open battlefield.
Energy Cost: 3
Power Cost: 0
Might: 2
Card Type: Unit
Tag: Bilgewater;Pirate
Domain: Chaos
Fl...
Rarity: Rare
Number: 241/298
Description: REACTION (Play any time, even before spells and abilities resolve, including to a battlefield you control.)
SHIELD 2 (+2 might while I'm a defender.)...
Rarity: Common
Number: 172/298
Description: ACTION (Play on your turn or in showdowns.)
Return a unit at a battlefield to its owner's hand.
Energy Cost: 2
Power Cost: 2
Might: 0
Card ...
Rarity: Rare
Number: 114/298
Description: Draw 4.
Energy Cost: 6
Power Cost: 1
Might: 0
Card Type: Spell
Domain: Mind
Flavor Text: See the dreams of a thousand tomorrows, and at s...
Rarity: Uncommon
Number: 101/298
Description: At the start of your Beginning Phase, if you control a facedown card at a battlefield, draw 1.
Energy Cost: 2
Power Cost: 0
Might: 0
Card...
Rarity: Uncommon
Number: 282/298
Description: When you conquer here, you may spend a buff to draw 1.
Energy Cost: 0
Power Cost: 0
Might: 0
Card Type: Battlefield
Domain: None
Rarity: Rare
Number: 112/298
Description: GANKING (I can move from battlefield to battlefield.)
When I conquer, you may play a spell from your trash with Energy cost less than your points wit...
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: Epic
Number: 160/298
Description: At the end of your turn, reveal cards from the top of your Main Deck until you reveal a unit. Play it, ignoring its cost, and recycle the rest.
Ene...
Rarity: Rare
Number: 027/298
Description: When you play your second card in a turn, give me +2 Might this turn and ready me.
Energy Cost: 5
Power Cost: 1
Might: 5
Card Type: Champion ...
Rarity: Common
Number: 216/298
Description: DEATHKNELL - Channel 1 rune exhausted. (When I die, get the effect.)
Energy Cost: 2
Power Cost: 0
Might: 1
Card Type: Unit
Tag: Bird;Frel...
Rarity: Common
Number: 136/298
Description: When you play me, buff another friendly unit. (If it doesn't have a buff, it gets +1 Might buff.)
Energy Cost: 2
Power Cost: 0
Might: 2
Car...
Rarity: Showcase
Number: 164a/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.
Energ...
Rarity: Rare
Number: 116/298
Description: ACCELERATE (You may pay 1 mind as an additional cost to have me enter ready.)
When you play me, give enemy units -3 Might this turn, to a minimum of ...
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...
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. '