All Cards Collection
We have dropped all the set cards in one convenient collection so you can search by class and/or rarity across all Flesh and Blood singles cards.
Seeds of Strength (Rainbow Foil)
$0.55
Create 3 Might tokens.**Earth Bond** - If an Earth card was pitched to play this, instead create 4 Might tokens
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Act of Glory (Red) (Promo)
$7.95
SuspenseÂ
When this leaves the arena, your next attack this turn gets +6POWER.
What Happens Next?
$0.20
Suspense (This enters the arena with 2 suspense counters. At the start of your turn, remove a suspense counter from it. When it has none, destroy it.)
The first card with cost 1 or more you play each turn costs {r} less to play.
Small Problem
from $0.20
If this has {p} greater than its base, it gets +1{p}.
Crush - When this deals 4 or more damage to a hero, destroy an aura they control.
Dramatic Pause (Yellow)
from $0.20
Suspense (This enters the arena with 2 suspense counters. At the start of your turn, remove a suspense counter from it. When it has none, destroy it.)
When this enters the arena, target defending action card gets +2{d} this chain link.
Dramatic Pause (Blue)
from $0.25
Suspense (This enters the arena with 2 suspense counters. At the start of your turn, remove a suspense counter from it. When it has none, destroy it.)
When this enters the arena, target defending action card gets +1{d} this chain link.
Bash Brute
from $0.20
If this is defended by a Brute card, this gets +1{p}.
When this hits a Brute hero, destroy an aura token they control.
Story Beats (Red)
from $0.20
When this attacks or defends, you may put a suspense counter on, or remove one from, an aura of suspense you control.
Full of Bravado (Yellow)
from $0.20
When this attacks or defends, if you control an aura of suspense, create a Confidence token.
Who Blinks First?
from $0.25
Suspense (This enters the arena with 2 suspense counters. At the start of your turn, remove a suspense counter from it. When it has none, destroy it.)
When this leaves the arena, you may destroy an aura permanent that a Guardian hero controls.
Seismic Surge Quarters
$0.25
At the beginning of your action phase, destroy this, then the next Guardian attack action card you play this turn costs {r} less to play.
Thump (Yellow)
$0.20
If this card’s {p} is greater than its base, it gets dominate and "When this hits a hero, they discard a card." (This can't be defended by more than 1 card from hand.)
Thump (Blue)
$0.25
If this card’s {p} is greater than its base, it gets dominate and "When this hits a hero, they discard a card." (This can't be defended by more than 1 card from hand.)
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Stonewall Confidence (Yellow)
$0.20
Go again
Cards you control with cost 3 or more get +3{d} while defending.
At the beginning of your action phase, destroy this.
Rubble Raiser (Red)
from $0.25
Heave 2 (While this is in your hand, at the beginning of your end phase, you may pay {r}{r} and put this face-up into your arsenal. If you do, create 2 Seismic Surge tokens.)
Overswing (Yellow)
from $0.20
The next Guardian attack action card you play this turn gets +2{p}.
Go again
Heave 2 (While this is in your hand, at the beginning of your end phase, you may pay {r}{r} and put this face-up into your arsenal. If you do, create 2 Seismic Surge tokens.)
Overswing (Blue)
from $0.25
The next Guardian attack action card you play this turn gets +1{p}.
Go again
Heave 2 (While this is in your hand, at the beginning of your end phase, you may pay {r}{r} and put this face-up into your arsenal. If you do, create 2 Seismic Surge tokens.)