All Cards Collection
We have dropped all the set cards in one convenient collection so you can search by class and/or rarity across all Flesh and Blood singles cards.
Trade In (Blue)
$0.20
When this attacks, you may discard a card. If you do, draw a card.
If this was played from arsenal, it gets go again.
Rally the Rearguard (Red)
$0.20
Once per Turn Instant -- Discard a card: This gets +3{d}. Activate this ability only while this is defending.
Pack Hunt (Blue)
$0.20
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.)
Command Respect (Yellow)
from $0.20
When this hits a hero, if this has {p} greater than its base, destroy a card in their arsenal. (This has 5 base {p}.)
Bare Fangs (Blue)
$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 +2{p}.
Adrenaline Rush (Yellow)
$0.20
When you play this, if you have less {g} than an opposing hero, this gets +3{p}.
Adrenaline Rush (Red)
$0.20
When you play this, if you have less {g} than an opposing hero, this gets +3{p}.
Adrenaline Rush (Blue)
$0.20
When you play this, if you have less {g} than an opposing hero, this gets +3{p}.
Tribute to the Legions of Doom (Blue)
$0.20
As an additional cost to play this, banish a random card from your hand.
If a card with 6 or more {p} is banished this way, this gets +2{p}.
Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Glaring Impact (Blue)
$0.20
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.)
If a yellow card is charged this way, this gets overpower. (This can't be defended by more than 1 action card.)
Defender of Daybreak (Yellow)
$0.20
When this defends a Shadow attack, non-equipment Light cards get +1{d} this combat chain.
Defender of Daybreak (Blue)
$0.20
When this defends a Shadow attack, non-equipment Light cards get +1{d} this combat chain.
Break of Dawn (Yellow)
$0.20
The next time a Shadow source would deal damage this turn, prevent 3 of that damage.
Break of Dawn (Blue)
$0.20
The next time a Shadow source would deal damage this turn, prevent 2 of that damage.
Rev Up (Yellow)
from $0.20
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.)
Razzle Dazzle (Blue)
from $0.25
Boost (As an additional cost to play this, you may banish the top card of your deck. If it's a Mechanologist card, this gets go again.)
Quickfire (Yellow)
from $0.20
This costs {r} less to play for each Hyper Driver you control.
The next attack you boost this turn gets +3{p}.
Go again
Quickfire (Blue)
from $0.25
This costs {r} less to play for each Hyper Driver you control.
The next attack you boost this turn gets +2{p}.
Go again