Consuming Volition (Blue)
Consuming Volition (Blue) $0.25
If you've dealt arcane damage this turn, this gets "When this hits a hero, they discard a card."
Arcanic Spike (Blue)
Arcanic Spike (Blue) from $0.25
If you've dealt arcane damage this turn, this gets +2{p}.
Vantage Point (Yellow)
Vantage Point (Yellow) from $0.20
If you've played or created an aura this turn, this gets overpower. (This can’t be defended by more than 1 action card.)
Summer's Fall (Yellow)
Summer's Fall (Yellow) from $0.20
Decompose - When this attacks, you may banish 2 Earth cards and an action card from your graveyard. If you do, put up to 1 target aura on the bottom of its owner's deck. (An aura token ceases to exist.)
Splintering Deadwood (Yellow)
Splintering Deadwood (Yellow) from $0.20
When this attacks or hits, you may destroy an aura you control. If you do, create a Runechant token.
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Briar (Marvel) Briar (Marvel)
Briar (Marvel) $199.95
The first time an attack action card you control deals damage to an opposing hero each turn, create an Embodiment of Earth token. The Second time you play a non-attack action card each turn, create an Embodiment of Lightning token. Essence of Earth and Lightning (You may have Earth and Lightning cards in your deck.)
Wash Away
Wash Away from $0.25
If you've played another blue card this turn, this gets +2{d}.
Tidal Surge
Tidal Surge from $0.25
If you've played another blue card this turn, this gets +2{p}.
Single Minded Determination (Yellow)
Single Minded Determination (Yellow) from $0.20
When this enters the arena, if you control no other Illusionist auras, put two +1{p} counters on this. Ward 2 (If you would be dealt damage, destroy this to prevent 2 of that damage.)
Single Minded Determination (Red)
Single Minded Determination (Red) from $0.25
When this enters the arena, if you control no other Illusionist auras, put three +1{p} counters on this. Ward 2 (If you would be dealt damage, destroy this to prevent 2 of that damage.)
Companion of the Claw (Red)
Companion of the Claw (Red) from $0.25
When this attacks, if you've pitched a blue card this turn, create a Crouching Tiger in your hand. Go again
Wind Chakra (Yellow)
Wind Chakra (Yellow) from $0.20
The next Crouching Tiger you play this turn gets +2{p}. If you've transcended this turn, instead it gets +4{p}. Go again
Qi Unleashed (Yellow)
Qi Unleashed (Yellow) $0.20
Combo - If Crouching Tiger was the last attack this combat chain, this gets +4{p}.
Bonds of Attraction (Yellow)
Bonds of Attraction (Yellow) from $0.20
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 color, gain 1{g}.
Blessing of Qi (Yellow)
Blessing of Qi (Yellow) $0.20
At the start of your turn, destroy this, then create a Crouching Tiger in your banished zone. It gets +2{p} and you may play it this turn.
Blessing of Qi (Blue)
Blessing of Qi (Blue) $0.25
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.
Wild Ride (Yellow)
Wild Ride (Yellow) $0.20
When this attacks, draw a card then discard a random card. If a card with 6 or more {p} is discarded this way, this gets go again.
Rising Energy (Yellow)
Rising Energy (Yellow) from $0.20
If you've drawn a card this turn, this costs {r} less to play.
Rising Energy (Blue)
Rising Energy (Blue) from $0.20
If you've drawn a card this turn, this costs {r} less to play.
Rally the Rearguard (Yellow)
Rally the Rearguard (Yellow) $0.20
Once per Turn Instant -- Discard a card: This gets +3{d}. Activate this ability only while this is defending.
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