Rarity: Rare
Number: 084/221
Description: When you play me, you may kill a friendly gear. If you do, you may play a gear with Energy cost no more than 7 from hand this turn, ignoring its Ener...
Rarity: Rare
Number: 054/221
Description: [DEFLECT] (Opponents must pay 1 Rune to choose me with a spell or ability.)
Each Equipment in your hand has [QUICK-DRAW]. (It gains [REACTION]. When ...
Rarity: Rare
Number: 053/221
Description: [REACTION] (Play any time, even before spells and abilities resolve, including to a battlefield you control.)
When you play me, heal your units here,...
Rarity: Epic
Number: 057/221
Description: DEFLECT (Opponents must pay Rune to choose me with a spell or ability)
When you choose or ready me, give me +1 Might this turn.
Energy Cost: 5
Po...
Rarity: Rare
Number: 195/221
Description: When you choose a friendly unit, you may exhaust me and pay 1 Rune to ready it.
When you conquer, you may pay 1 to ready me.
Energy Cost: 0
Power...
Rarity: Uncommon
Number: 165/221
Description: [DEATHKNELL] — You may play a unit with cost no more than 3 and no more than from your trash, ignoring its cost. (When I die, get the effect.)
...
Rarity: Rare
Number: 140/221
Description: When you play me, you may play a spell from your trash with Energy cost no more than 3, ignoring its Energy cost. Recycle that spell after you play i...
Rarity: Rare
Number: 110/221
Description: When I attack or defend one on one, double my Might this combat.
Energy Cost: 3
Power Cost: 1
Might: 3
Card Type: Champion Unit
Tag: Demaci...
Rarity: Epic
Number: 149/221
Description: When you play me, discard 1, then draw 2.
Optional additional costs you pay cost 1 or 1 Rune less.
Energy Cost: 3
Power Cost: 1
Might: 3
Card...
Rarity: Epic
Number: 177/221
Description: [ACCELERATE] (You may pay 1 and Order as an additional cost to have me enter ready.)
When I attack, you may move any number of your token units to th...
Rarity: Rare
Number: 050/221
Description: Calm: [ACTION] — Choose a unit you control. Move me to its location and it to my original location. If it's equipped, you may attach one of its Equip...
Rarity: Uncommon
Number: 167/221
Description: [DEATHKNELL] — If I was [MIGHTY], draw 2. (When I die, get the effect. I'm Mighty while I have 5+ Might.)
Energy Cost: 2
Power Cost: 0
Migh...
Rarity: Common
Number: 069/221
Description: When I conquer, play a Gold gear token exhausted.
Energy Cost: 2
Power Cost: 0
Might: 2
Card Type: Unit
Tag: Bilgewater;Pirate;Poro
Dom...
Rarity: Uncommon
Number: 136/221
Description: [REACTION] (Play any time, even before spells and abilities resolve.)
[REPEAT 2] (You may pay the additional cost to repeat this spell's effect.)...
Rarity: Uncommon
Number: 135/221
Description: [ACTION] (Play on your turn or in showdowns)
Return a gear to its owner's hand.
Energy Cost: 1
Card Type: Spell
Domain: Chaos
Flavor Text...
Rarity: Common
Number: 095/221
Description: [EQUIP Body] (Body: Attach this to a unit you control.)
+2 Might
Energy Cost: 2
Power Cost: 0
Might: 2
Card Type: Gear
Tag: Equipment
F...
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: Rare
Number: 259/298
Description: 2, Exhaust: Move a friendly unit to or from your base.
Energy Cost: 0
Power Cost: 0
Might: 0
Card Type: Legend
Tag: Yasuo
Domain: Calm;Ch...
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. '