Arc Lightning
Arc Lightning
Aurora Specialization (You may only have this in your deck if your hero is Aurora.) Whenever you go again this turn, deal 1 arcane damage to any target. The next action card you play this turn gets go again. Go again
$2.95
Test of Strength
Test of Strength
When this defends, clash with the attacking hero. The winner creates a Gold token. (Clashing heroes reveal the top card of their deck. The hero that reveals the card with greatest {p} wins.)
$0.25
Hold the Line
Hold the Line
If the attacking hero has drawn 2 or more cards this turn, prevent the next 3 damage that would be dealt to your hero this turn.
$1.95
Double Down
Double Down
You may destroy a Gold you control rather than pay Double Down's {r} cost. The next attack that wagers this turn gets +3{p} and overpower. If a hero would create 1 or more tokens from a wager this turn, instead they create that many plus 1 of each of those tokens. Go again
$16.95
Slithering Shadowpede
Slithering Shadowpede
If this was banished from your hand this turn, you may play it from your banished zone. Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
$3.95
Grimoire of the Haunt
Grimoire of the Haunt
Instant -- {r}, banish this: Create an Eloquence token. 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}.)
$1.95
Calming Breeze (Red)
Calming Breeze (Red)
The next 3 times you would be dealt damage this turn, prevent 1 of that damage.
$0.35
Raise an Army
Raise an Army
Kassai Specialization (You may only have this in your deck if your hero is Kassai.) As an additional cost to play this, destroy X Gold you control. Create X Cintari Sellsword tokens. Go again
$1.75