Rarity: Common
Number: 098/219
Description: [LEVEL 11] I have +4 Might.(While you have 11+ XP, get the effect.)
Energy Cost: 6
Power Cost: 0
Might: 6
Card Type: Unit
Tag: Mount Targ...
Rarity: Common
Number: 159/219
Description: Kill a unit at a battlefield with 3 Might or less.
Energy Cost: 2
Power Cost: 1
Might: 0
Card Type: Spell
Domain: Order
Flavor Text: It...
Rarity: Common
Number: 007/219
Description: [ACTION] (Play on your turn or in showdowns.)
Deal 3 to a unit at a battlefield. If it would die this turn, banish it instead.
Energy Cost: 2
P...
Rarity: Common
Number: 006/219
Description: [ACCELERATE] (You may pay 1 and 1 Fury as an additional cost to have me enter ready.)
[ASSAULT 4] (+4 Might while I'm an attacker.)
Energy Cost: ...
Rarity: Common
Number: 157/219
Description: When you play me, gain 1 XP for each friendly unit.
Energy Cost: 6
Might: 6
Card Type: Unit
Tag: Demacia;Elite
Domain: Order
Flavor Tex...
Rarity: Uncommon
Number: 016/219
Description: [HUNT 2] (When I conquer or hold, gain 2 XP.)
[LEVEL 3] I have +1 Might and enter ready. (While you have 3+ XP, get the effect.)
Energy Cost: 3...
Rarity: Common
Number: 066/219
Description: [REACTION] (Play any time, even before spells and abilities resolve.)
Give a unit -10 Might this turn.
Energy Cost: 7
Card Type: Spell
Domain...
Rarity: Uncommon
Number: 014/219
Description: [ACTION] (Play on your turn or in showdowns.)
Deal 2 to a unit at a battlefield. If you control a facedown card, deal 4 to it instead.
Energy C...
Rarity: Common
Number: 035/219
Description: If an opponent controls a stunned unit, I cost 2 less and enter ready.
Energy Cost: 6
Power Cost: 0
Might: 6
Card Type: Unit
Tag: Bandle ...
Rarity: Common
Number: 127/219
Description: [ACCELERATE] (You may pay 1 and 1 Chaos as an additional cost to have me enter ready.)
When I move to a battlefield, gain 2 XP.
Energy Cost: 2
...
Rarity: Common
Number: 003/219
Description: HIDDEN (Hide now for 1 Rune to react with later for 0.)
When you play me to a battlefield, deal 2 to an enemy unit here.
Energy Cost: 2
Might: ...
Rarity: Common
Number: 126/219
Description: Spend 3 XP. Give your units here [GANKING] this turn. (We can move from battlefield to battlefield.)
Energy Cost: 6
Might: 6
Card Type: Unit
...
Rarity: Common
Number: 156/219
Description: DEATHKNELL If I didn't die alone, draw 1. (When I die, get the effect. I wasn't alone if there were other friendly units here.)
Energy Cost: 3
...
Rarity: Common
Number: 124/219
Description: Move an enemy unit from a battlefield to its base. Then, if there's an enemy unit alone at that battlefield, draw 1.
Energy Cost: 2
Card Type: ...
Rarity: Common
Number: 002/219
Description: [AMBUSH] (You may play me as a [REACTION] to a battlefield where you have units.)
[ASSAULT 2] (+2 Might while I'm an attacker.)
Energy Cost: 2
...
Rarity: Uncommon
Number: 105/219
Description: When I move, you may move an enemy unit here with less Might than me to a different battlefield.
Energy Cost: 5
Might: 5
Card Type: Unit
...
Rarity: Uncommon
Number: 074/219
Description: When you draw your second card each turn, give a friendly unit +2 Might this turn.
Energy Cost: 2
Power Cost: 0
Card Type: Gear
Domain: M...
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. '