Haze Shelter (Blue)
Haze Shelter (Blue) from $0.10
Ward X, where X is 2 if you've pitched a blue card this turn, otherwise X is 1. (If you would be dealt damage, destroy this to prevent X of that damage.)
First Tenet of Chi: Tide
First Tenet of Chi: Tide from $0.10
Your next blue attack this turn gets +2{p}. Go again
Bonds of Memory (Red)
Bonds of Memory (Red) from $0.10
Stealth When this hits a hero, banish the top card of their deck, then banish a card from their graveyard. Whenever this banishes a card, if this has banished another card with the same name, gain 1{g}.
Wind Chakra (Red)
Wind Chakra (Red) from $0.10
The next Crouching Tiger you play this turn gets +3{p}. If you've transcended this turn, instead it gets +5{p}. Go again
Haunting Specter (Yellow)
Haunting Specter (Yellow) from $0.10
When this leaves the arena, create a Spectral Shield token, then if you control no other Illusionist auras, put a +1{p} counter on it. Ward 3 (If you would be dealt damage, destroy this to prevent 3 of that damage.)
Blessing of Qi (Blue)
Blessing of Qi (Blue) $0.10
At the start of your turn, destroy this, then create a Crouching Tiger in your banished zone. It gets +1{p} and you may play it this turn.
Blanch (Blue)
Blanch (Blue) from $0.10
When this hits a hero, cards they own lose all colors until the end of their next turn.
Mistcloak Gully // Inner Chi (Cold Foil)
Mistcloak Gully // Inner Chi (Cold Foil) $72.95
Legendary (You may only have 1 Mistcloak Gully in your deck.) The first attack that targets you each turn gets -1{p}. At the beginning of each end phase, destroy this unless you've pitched, played, or defended with a blue card this turn. If you've pitched, played, and defended with a blue card this turn, transcend.
Stand Ground
Stand Ground from $0.10
If you control a Might token, this gets +1{d}. If you control a Vigor token, this gets +1{d}. Temper (When the combat chain closes, if this defended, put a -1{d} counter on it, then if it has 0{d}, destroy it.)
Stadium Centerpiece
Stadium Centerpiece from $0.10
Stadium Centerpiece's {d} is equal to the number of opposing heroes with greater {g} than you. Blade Break (When the combat chain closes, if this defended, destroy it.)
Rising Energy (Yellow)
Rising Energy (Yellow) from $0.10
If you've drawn a card this turn, this costs {r} less to play.
Rising Energy (Blue)
Rising Energy (Blue) from $0.15
If you've drawn a card this turn, this costs {r} less to play.
Rally the Rearguard (Blue)
Rally the Rearguard (Blue) $0.10
Once per Turn Instant -- Discard a card: This gets +3{d}. Activate this ability only while this is defending.
Pound Town (Yellow)
Pound Town (Yellow) from $0.10
Beat Chest (As an additional cost to play this, you may discard a card with 6 or more {p}.) When this attacks, if you've beaten chest this turn, create a Might token.
Pound Town (Red)
Pound Town (Red) from $0.10
Beat Chest (As an additional cost to play this, you may discard a card with 6 or more {p}.) When this attacks, if you've beaten chest this turn, create a Might token.
Pack Hunt (Yellow)
Pack Hunt (Yellow) $0.10
When this attacks, intimidate. (Target hero banishes face-down a random card from their hand. At the beginning of the end phase, return it to its owner's hand.)
Lead with Power (Yellow)
Lead with Power (Yellow) from $0.10
Your next Brute or Guardian attack this turn gets +2{p}. Create a Might token. Go again
Lead with Power (Blue)
Lead with Power (Blue) from $0.10
Your next Brute or Guardian attack this turn gets +1{p}. Create a Might token. Go again
Headliner Helm
Headliner Helm from $0.10
Headliner Helm's {d} is equal to the number of opposing heroes with greater {g} than you. Blade Break (When the combat chain closes, if this defended, destroy it.)
Engaged Swiftblade (Yellow)
Engaged Swiftblade (Yellow) from $0.10
Your next Warrior attack this turn gets +2{p} and "If this is defended by an attack action card, this gets go again." Go again
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