Rarity: Epic
Number: 088/219
Description: At the start of your Beginning Phase, if you have exactly 4 cards in hand and 4 units at battlefields, you win the game.
Discard 1, Exhaust: Play a 1...
Rarity: Showcase
Number: 118a/219
Description: Any amount of your damage is enough to kill enemy units.
When you play me, choose up to one enemy unit at each location. Deal 1 to them.
Energ...
Rarity: Epic
Number: 087/219
Description: SHIELD 2 (+2 Might while I'm a defender.)
Your hold effects for holding here trigger an additional time.
When I hold, Add 1 Rune at the start of your...
Rarity: Epic
Number: 057/219
Description: [TANK] (I must be assigned combat damage first.)
Your units here with less Might than me can't be chosen by enemy spells and abilities.
Energy Cost...
Rarity: Showcase
Number: 060a/219
Description: [AMBUSH] (You may play me as a [REACTION] to a battlefield where you have units.)
Enemy units here with less Might than me don't deal combat dam...
Rarity: Rare
Number: 086/219
Description: Once each turn, if you would play a token unit while I'm at a battlefield, you may play that token and an additional copy of it instead.
Energy Cos...
Rarity: Epic
Number: 150/219
Description: [DEFLECT] (Opponents must pay 1 Rune to choose me with a spell or ability.)
When an opponent plays a unit while I'm at a battlefield, [STUN] it. They...
Rarity: Uncommon
Number: 181/298
Description: Exhaust: Return another friendly gear, unit, or HIDDEN card to its owner's hand.
Energy Cost: 2
Power Cost: 0
Might: 0
Card Type: Gear
...
Rarity: Showcase
Number: 243a/298
Description: LEGION - When you play me, ready me. (Get the effect if you've played another card this turn)
Other friendly units have +1 might here.
Energy ...
Rarity: Uncommon
Number: 077/219
Description: Your token units have +1 Might.
Energy Cost: 5
Might: 3
Card Type: Unit
Tag: Shadow Isles
Domain: Mind
Flavor Text: A strange guardia...
Rarity: Rare
Number: 174/219
Description: The first time a friendly unit dies during your Beginning Phase each turn, each opponent must kill one of their units.
Energy Cost: 6
Power Cost:...
Rarity: Rare
Number: 024/219
Description: [ACCELERATE] (You may pay as an additional cost to have me enter ready.)
[ASSAULT 2] (+2 Might while I'm an attacker.)
[DEFLECT] (Opponents must pay ...
Rarity: Rare
Number: 116/219
Description: [DEFLECT] (Opponents must pay 1 Rune to choose me with a spell or ability.)
When you play me, if an opponent's score is within 3 points of the Victor...
Rarity: Rare
Number: 143/219
Description: [AMBUSH] (You may play me as a [REACTION] to a battlefield where you have units.)
When I attack or defend, if an enemy unit is alone here, give me +2...
Rarity: Epic
Number: 117/219
Description: [HUNT 2] (When I conquer or hold, gain 2 XP.)
I can be played to an occupied battlefield if an enemy unit is alone there.
Friendly units can be playe...
Rarity: Rare
Number: 173/219
Description: [REACTION] (Play any time, even before spells and abilities resolve.)
As an additional cost to play this, kill a friendly [MIGHTY] unit. (A unit is 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. '