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.
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Breeze Rider Boots (1st Ed) - Cold Foil
$174.95
When a Ninja attack action card you control hits, you may destroy Breeze Rider Boots. If you do, attack action cards with combo gain go again this turn.
Battleworn (If you defend with Breeze Rider Boots, put a -1 [Defense] counter on it when the combat chain closes.)
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Oath of Loyalty (Extended Art)
$67.95
This may only be played if it's the first action of your turn.
When this is played, until end of turn, you may only play cards that are Draconic.
Go again

Crazy Brew
$0.55
Action -- Destroy this: Roll a 6 sided die. On;
1 or 2 - Lose 2{g}. Go again
3 or 4 - Gain 2{g}. Go again
5 or 6 - Gain {r}{r}, gain 2 action points, and your next attack this turn gets +2{p}.

Final Act (Red)
$1.25
When this attacks, it gets +X{p}, where X is twice the number of cards in all pitch zones.

Melody, Sing-along
$0.95
Whenever you play a song, create Copper tokens equal to the number of other heroes in the game.

Apocalypse Automaton
$0.65
Play this only if you have 1 or more Evos equipped.
Evo Upgrade - This attacks up to X target opposing heroes, where X is the number of Evos you have equipped. (Each hero is attacked simultaneously. Heroes defend in clockwork order. Damage is calculated per hero.)

Skullhorn (1st Ed) - Cold Foil
$269.95
Action - Destroy Skullhorn: Draw a card then discard a random card. Go again
Arcane Barrier 2 (If your hero would be dealt arcane damage, you may pay [2 Resource] instead. If you do, prevent 2 arcane damage that source would deal.)

Perch Grapplers (1st Ed) - Cold Foil
$194.95
Action - [2 Resource], destroy Perch Grapplers: Until end of turn, face up arrow cards played from arsenal gain go again. Go again
Blade Break (If you defend with Perch Grapplers, destroy it when the combat chain closes.)
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Metacarpus Node (1st Ed) - Cold Foil
$319.95
Whenever you play a card with an effect that deals arcane damage, you may pay [1 Resource]. If you do, that effect deals that much arcane damage plus 1 and at the beginning of the end phase, destroy Metamarpus Node.
Arcane Barrier 1 (If your hero would be dealt arcane damage, you may pay [1 Resource] instead. If you do, prevent 1 arcane damage that source would deal.)

Gambler's Gloves (1st Ed) - Cold Foil
$148.95
Whenever a hero rolls a 6 sided die, you may destroy Gambler's Gloves. If you do, that hero rerolls the die. (You decide whether to use Gambler's Gloves after seeing the result of the die roll.)

Crater Fist (1st Ed) - Cold Foil
$179.95
Action - [3 Resource], destroy Crater Fist: Your attacks with crush gain +2 [Power] this turn. Go again
Temper (If you defend with Crater Fist, put a -1 [Defense] counter on it when the combat chain closes then destroy it if it has 0 [Defense].)
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Courage of Bladehold (1st Ed) - Cold Foil
$204.95
Action - Destroy Courage of Bladehold: Your sword attacks cost [1 Resource] less this turn. Go again
Temper (If you defend with Courage of Bladehold, put a -1 [Defense] counter on it when the combat chain closes then destroy it if it has 0 [Defense].)

Bloodsheath Skeleta (1st Ed) - Cold Foil
$249.95
Instant - Destroy Bloodsheath Skeleta: The next attack action card and 'non-attack' action card you play this turn gain "This card costs [1 Resource] less to play for each Runechant you control."
Temper (If you defend with Bloodsheath Skeleta, put a -1 [Defense] counter on it when the combat chain closes then destroy it if it has 0 [Defense].)

Brevant, Civic Protector
$0.75
You may have any number of Chivalry in your deck.
Whenever you protect another hero, create a Might token.