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.

Gustwave of the Second Wind
from $8.95
Combo - If Surging Strike was the last attack this combat chain, this gets go again.

Murky Water
from $4.95
Riptide Specialization (You may only have this in your deck if your hero is Riptide.)
If this has an aim counter, it gets +1{p} and dominate.
When this hits, you may banish face-down 3 traps from your graveyard. If you do, choose one at random and put it into your arsenal.

Eloquent Eulogy
from $8.25
Rune Gate (If you control Runechants equal to or greater than this card's {r} cost, you may play it from your banished zone without paying its {r} cost.)
When the combat chain closes, if a hero has lost {g} this turn, create an Eloquence token.
Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)

Victor Goldmane, High and Mighty
$0.95
The first time each turn you create a Gold token from an effect you control, draw a card.
The first time each turn you would fail to win a clash, instead you may destroy a Gold you control. If you do, put 1 of the revealed cards on the bottom of its owner's deck, then clash again.

Pay Up
from $2.75
If defending hero controls a Gold, this gets overpower.
When this hits a hero, gain control of a Gold token they control. If you don't, deal 1 damage to them.


Spoiled Skull
from $0.95
Action -- {r}, banish this: Target 3 action cards with different names in your banished zone and choose one at random. You may play it this turn. Go again
Arcane Barrier 1 (If your hero would be dealt arcane damage, you may pay {r} to prevent 1 of that damage.)
Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)

Flicker Trick
from $0.75
Mirage (When this is defending a non-Illusionist attack with 6 or more {p}, destroy this.)

Dig Up Dinner
from $1.25
Choose 3 random cards in your graveyard. Shuffle all attack action cards with 6 or more {p} chosen this way into your deck, then gain that much {g}. Banish this.
Go again

Smashing Performance
from $5.95
When this attacks, draw a card then discard a random card. If a card with 6 or more {p} is discarded this way, destroy a random item in the arena.

Beckoning Light
from $0.75
As an additional cost to play this, you may charge your hero's soul. (Put a card from your hand face-up under your hero card.)
If a yellow card was charged this way, whenever an attack action card hits this combat chain, you may put an attack action card from your graveyard on top of your deck.

Sharpened Senses
from $3.95
Go again
Your weapon attacks get +1{p}. If their {p} is greater than twice their base, they get go again.
At the beginning of your end phase, destroy this.

High Voltage
from $1.75
Amp 1 (The next time you would deal arcane damage this turn, instead deal that much plus 1.)

Cut Through the Facade
from $8.95
This can't be defended by auras.When this hits a hero, you may destroy an aura they control.

Terminator Tank
from $2.95
If you have 1 or more Evos equipped, this gets "When this hits a hero, they discard a card,"
2 or more, this costs {r}{r}{r} less to play,
3 or more, this gets overpower,
4 or more, this gets +3{p}.

Moonshot
from $1.95
Play this only if you've boosted this turn. As an additional cost to play this, destroy X Hyper Drivers you control.
When this attacks, it gets +3{p} for each Hyper Driver destroyed this way.
If this has 10 or more {p}, it gets overpower.