Sonic Boom
Sonic Boom
Deal 3 arcane damage to target opposing hero. If Sonic Boom deals damage, look at the top card of your deck. If it's a Wizard 'non-attack' action card, you may banish it. If you do, you may play it this turn as though it were an instant and it costs X resource points less to play, where X is the damage dealt by Sonic Boom.
$1.95
Red in the Ledger
Red in the Ledger
(Arrows can only be played from arsenal and only if you control a bow.) Azalea Specialization If Red in the Ledger hits a hero, they can't play or activate more than 1 action during their next turn.
$8.95
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Blade Beckoner Boots
Blade Beckoner Boots
This gets +1{d} while defending a weapon attack. Guardwell (When the combat chain closes, if this defended, put -1{d} counters on it equal to its {d}.)
$5.95
Art of War
Art of War
Choose 2; - Attack action cards you control gain +1 [Power] and +1 [Defense] this turn. - The next attack action card you play this turn, gains go again. - Until end of turn, you may defend with attack action cards from arsenal. - You may banish an attack action card from your hand. If you do, draw 2 cards.
$2.95
Widespread Ruin
Widespread Ruin
Rune Gate (If you control Runechants equal to or greater than Widespread Ruin's {r} cost, you may play it from your banished zone without paying its {r} cost.) When the combat chain closes, each hero who has lost {g} this turn banishes the top card of their deck. Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
$10.95
Funeral Moon
Funeral Moon
You may play this from your banished zone. If a hero has lost {g} this turn, you may play this as though it were an instant. Create a Runechant token. Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
$8.95
Invoke Themai Invoke Themai
Invoke Themai
$0.55