Rarity: Common
Number: 839
Description: When Played: If a friendly unit was defeated this phase, create a Spy token.
Aspect: Command;Villainy
Card Type: Unit
Traits: Imperial;Vehicle;Tr...
Rarity: Common
Number: 38/264
Description: Shielded (When you play this unit, give a shield token to it.)
Aspect: Command;Vigilance
Card Type: Unit
Traits: Underworld
Cost: 2
Power:...
Rarity: Uncommon
Number: 152/264
Description: On Attack: You may give an Experience token to another non-leader unit that shares a Trait with a friendly leader.
Aspect: Command
Card Type:...
Rarity: Uncommon
Number: 31/264
Description: On Attack: Give a unit +1/+1 for this phase. You may give a unit -1/-1 for this phase.
Aspect: Command;Vigilance;Villainy
Card Type: Unit
Tr...
Rarity: Common
Number: 231/264
Description: Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.)
When Played: If no resources were paid to play this unit, giv...
Rarity: Uncommon
Number: 53/264
Description: When a unit with the highest cost among enemy units is defeated: Create a Credit token. Use this ability only once each round.
Aspect: Aggressio...
Rarity: Common
Number: 890
Description: While an enemy unit is damaged, this unit gains Raid 2. (It gets +2/+0 while attacking.)
Aspect: Aggression;Villainy
Card Type: Unit
Traits: Boun...
Rarity: Uncommon
Number: 75/264
Description: When Played: Exhaust an enemy unit. If you do and that unit costs 3 or less, its controller discards a card from their hand.
Aspect: Aggression;...
Rarity: Common
Number: 11/264
Description: Action [Exhaust, discard a card from your hand]: Deal 1 damage to a unit or base.
Deployed Leader Unit:
On Attack: Discard any number of cards from ...
Rarity: Common
Number: 16/264
Description: Action [Exhaust]: If you created a token this phase, exhaust an enemy unit.
Deployed Leader Unit:Shielded (When you deploy this leader, give him a s...
Rarity: Uncommon
Number: 105/264
Description: While this unit is upgraded, she gains Sentinel. (Enemy units in this arena must attack a Sentinel when they attack you.)
Aspect: Heroism;Vigil...
Rarity: Common
Number: 4/264
Description: Action [Exhaust]: Defeat a non-leader unit with 1 or less remaining HP
Deployed Leader Unit:
When Deployed: You may defeat a non-leader unit with 5 o...
Rarity: Uncommon
Number: 182/264
Description: On Attack: Another friendly unit gains Raid 2 for this phase. (It gets +2/+0 while attacking.)
Aspect: Aggression;Cunning
Card Type: Unit
T...
Rarity: Common
Number: 247/264
Description: Create a Credit token. You may deal damage to a unit equal to the number of friendly Credit tokens.
Aspect: Cunning
Card Type: Event
Traits: ...
Rarity: Common
Number: 90/264
Description: Raid 1 (This unit gets +1/+0 while attacking.)
Restore 1 (When this unit attacks, heal 1 damage from your base.)
Aspect: Cunning;Vigilance
Card ...
Rarity: Rare
Number: 911
Description: While you have the initiative, each other friendly Unique (unique) unit gains Raid 2.When Played: Deal 2 damage to each of up to 3 ground units.
Aspect...
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. '