Rarity: Epic
Number: 201/298
Description: Each player discards their hand, then draws 4.
Energy Cost: 3
Power Cost: 1
Might: 0
Card Type: Spell
Domain: Chaos
Flavor Text: "Good a ...
Rarity: Rare
Number: 020/166
Description: When I attack, ready another friendly unit.
Energy Cost: 3
Might: 3
Card Type: Unit
Tag: Ionia
Domain: Fury
Flavor Text: There's always t...
Rarity: Common
Number: 099/166
Description: [HIDDEN] (Hide now for Rune to react with later for 0.)
When you play me from face down, you may empower something here. Disempower it at end of tu...
Rarity: Common
Number: 031/166
Description: Give a friendly unit +1 Might this turn. It can't be chosen by enemy spells and abilities this turn.
[FLOW 2] (You may play this from your trash fo...
Rarity: Uncommon
Number: 104/166
Description: [EMPOWER 2 and 1 Chaos] (2 and 1 Chaos: Empower me. Use only if not Empowered.)
When I become [EMPOWERED], you may choose a unit in your trash wi...
Rarity: Epic
Number: 146/166
Description: Deal 4 to a unit at a battlefield. If you control 7 or more runes, deal 7 to it instead. When it dies this turn, channel 1 rune exhausted.
Energy C...
Rarity: Epic
Number: 140/166
Description: Deal 2 to up to one enemy unit at a battlefield, then move a friendly unit.
[FLOW 3 and 1 Rune] (You may play this from your trash for its Flow cost....
Rarity: Showcase
Number: 042a/166
Description: When I hold, if there is exactly one other unit you control here, draw 1.
Energy Cost: 5
Power Cost: 1
Might: 6
Card Type: Champion Unit...
Rarity: Showcase
Number: 138a/166
Description: [SHIELD]
When I hold, if there is exactly one other unit you control here, you score 1 point.
Energy Cost: 6
Power Cost: 2
Might: 7
Card...
Rarity: Epic
Number: 148/166
Description: Move an enemy unit to a battlefield where you have units. If you have exactly two units there, they each get +1 Might this turn.
[FLOW 5 and 2 Runes]...
Rarity: Rare
Number: 019/166
Description: [ACCELERATE] (You may pay 1 and 1 Fury as an additional cost to have me enter ready.)
When I attack, if you control 4 or fewer runes, deal 2 to all e...
Rarity: Uncommon
Number: 083/166
Description: As you play this, you may pay Body as an additional cost.
Choose a friendly unit and an enemy unit. If you paid the additional cost, give the fri...
Rarity: Rare
Number: 018/166
Description: [EMPOWER 6 and 1 Fury] (6 and 1 Fury: Empower this. Use only if not Empowered.)
Your units have +1 Might. If I'm [EMPOWERED], they have +2 Might inst...
Rarity: Rare
Number: 139/166
Description: [EMPOWER 3 and 1 Rune] (3 and 1 Rune: Empower this. Use only if not Empowered.)
[ACTION] Exhaust: If it's your turn, move a friendly unit in a showdo...
Rarity: Showcase
Number: 189/166
Description: [EMPOWER 3 and 1 Rune]
[ACTION] Exhaust: If it's your turn, move a friendly unit in a showdown to base and if I'm [EMPOWERED], ready it.
Card T...
Rarity: Common
Number: 075/166
Description: This enters exhausted.
[EMPOWER] — 1, Exhaust (Pay the cost: Empower this. Use only if not Empowered.)
[REACTION] Exhaust: [ADD] 1. If this is [EMP...
Rarity: Rare
Number: 041/166
Description: [WEAPONMASTER] (When you play me, you may [EQUIP] one of your Equipment to me for Rune less, even if it's already attached.)
When I attack, choose an...
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. '