Wage Vigor (Red)
Wage Vigor (Red) from $0.15
When this attacks a hero, you may wager a Vigor token with them. (When this chain link resolves, if this hit, you create a Vigor token, otherwise they create one.)
Concuss (Red)
Concuss (Red) from $0.15
When this hits a hero, if this has {p} greater than its base, they discard a card. (This has 6 base {p}.)
Agile Engagement (Red)
Agile Engagement (Red) from $0.15
Target Warrior attack gets +3{p}. If it's defended by an attack action card, create an Agility token.
Test of Might
Test of Might from $0.20
When this defends, clash with the attacking hero. The winner creates a Might token. (Clashing heroes reveal the top card of their deck. The hero that reveals the card with greatest {p} wins.)
Monstrous Veil
Monstrous Veil $0.20
Rhinar Specialization (You may only have this in your deck if your hero is Rhinar.) Action -- Destroy this: Draw a card then discard a random card. Go again Battleworn (When the combat chain closes, if this defended, put a -1{d} counter on it.)
Fatal Engagement (Red)
Fatal Engagement (Red) from $0.20
Play this only if an attack action card is defending this chain link. Target attack gets +5{p}.
Empyrean Rapture (Extended Art)
Empyrean Rapture (Extended Art) $59.95
If a card with Herald in its name has been put into your hero's soul during your turn, the first hero ability you activate that turn costs {r}{r} less to activate. Once per Turn Instant -- {r}: This gets ward 1 until end of turn. (If your hero would be dealt damage, destroy this to prevent 1 of that damage.)
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Dyadic Carapace (Extended Art)
Dyadic Carapace (Extended Art) $132.95
Arcane Barrier 2 (If your hero would be dealt arcane damage, you may pay {r}{r} to prevent 2 of that damage.) Temper (When the combat chain closes, if this defended, put a -1{d} counter on it, then if it has 0{d}, destroy it.)
Nasreth, the Soul Harrower (Marvel)
Nasreth, the Soul Harrower (Marvel) $23.95
(Allies can be attacked and can't be defended by the controlling hero. They die when they have 0 {g}. At end of turn, allies life totals are reset.) Once per Turn Action -- 0: Attack When Nasreth hits a hero, banish a card from their soul. If a Light card is banished this way, gain 1{g}.
Herald of Rebirth (Yellow) - Extended Art
Herald of Rebirth (Yellow) - Extended Art $0.75
When this hits, put it into your hero's soul and put up to 1 card with phantasm from your graveyard on top of your deck. Phantasm (When this is defended by a non-Illusionist attack action card with 6 or more {p}, destroy this and close the combat chain.)
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Figment of Tenacity // Metis, Archangel of Tenacity (Marvel) Figment of Tenacity // Metis, Archangel of Tenacity (Marvel)
Figment of Tenacity // Metis, Archangel of Tenacity (Marvel) $37.95
Legendary (You may only have 1 Figment of Tenacity in your deck.) When this enters the arena, your next attack this turn gets dominate. // Once per Turn Action -- {r}{r}: Attack When Metis attacks, you may banish a card from your hero's soul. If you do, your attacks this turn get dominate. Ward 4 (If your hero would be dealt damage, destroy this to prevent 4 of that damage.)
V for Valor (Yellow)
V for Valor (Yellow) from $0.20
Attack Reaction -- {r}, destroy this, charge your hero's soul: Target attack gets +2{p}. (Put a card from your hand face-up under your hero card.)
Tear Through the Portal (Red)
Tear Through the Portal (Red) from $0.15
Choose a red action card in your banished zone. It gets go again until end of turn. Go again
Light the Way (Red)
Light the Way (Red) from $0.15
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.) When this hits, if a yellow card was charged this way, this gets go again.
Courage
Courage $0.15
When you play an attack action card or activate a weapon attack, destroy this and the attack gets +1{p}.
Seismic Surge
Seismic Surge $0.15
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.
Under Loop (Red)
Under Loop (Red) from $0.15
Boost When this hits, put it on the bottom of its owner's deck.
Rev Up (Red)
Rev Up (Red) from $0.15
If you control a Hyper Driver, this costs {r} less to play. Boost (As an additional cost to play this, you may banish the top card of your deck. If it's a Mechanologist card, this gains go again.)
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Junkyard Dogg (Blue)
Junkyard Dogg (Blue) from $0.15
Scrap (As an additional cost to play this, you may banish an item or equipment from your graveyard.) When this attacks, if it scrapped a card, this gets +1{p}.
Hadron Collider (Red)
Hadron Collider (Red) from $0.15
Crank (As this enters the arena, you may remove a steam counter from it. If you do, gain an action point.) This enters the arena with 4 steam counters. At the start of your turn, destroy this unless you remove a steam counter from it. When you boost an attack, destroy this. If you do, the attack gets +X{p}, where X is the number of steam counters on this.
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