Gustwave of the Second Wind
Gustwave of the Second Wind
Combo - If Surging Strike was the last attack this combat chain, this gets go again.
$7.95
Blanch (Red)
Blanch (Red)
When this hits a hero, cards they own lose all colors until the end of their next turn.
$0.55
Visit Goldmane Estate
Visit Goldmane Estate
Victor Specialization (You may only have this in your deck if your hero is Victor.) Create a Gold token. Then if you control 3 or more Gold, create that many Might tokens. Go again
$1.75
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Levels of Enlightenment
Levels of Enlightenment
When this attacks, choose 1 for each blue card you've pitched this turn; Draw a card. This gets +2{p}. This gets go again.
$4.95
Coercive Tendency
Coercive Tendency
Arakni Specialization (You may only have this in your deck if your hero is Arakni.) Look at the top 3 cards of the defending hero's deck. Put them back in any order, then banish the top card of their deck. If you complete a contract this way, your Assassin attacks get go again this combat chain.
$4.95
Figment of Tenacity // Metis, Archangel of Tenacity Figment of Tenacity // Metis, Archangel of Tenacity
Figment of Tenacity // Metis, Archangel of Tenacity
Legendary (You may only have 1 Figment of Tenacity in your deck.) When this enters the arena, your next attack this turn gets dominate. // Once per Turn Action -- {r}{r}: Attack When Metis attacks, you may banish a card from your hero's soul. If you do, your attacks this turn get dominate. Ward 4 (If your hero would be dealt damage, destroy this to prevent 4 of that damage.)
$1.75
Figment of Judgment // Themis, Archangel of Judgment Figment of Judgment // Themis, Archangel of Judgment
Figment of Judgment // Themis, Archangel of Judgment
Legendary (You may only have 1 Figment of Judgment in your deck.) When this enters the arena, you may turn a card in any banished zone face-down. // Once per Turn Action -- {r}{r}: Attack When Themis attacks, you may banish a card from your hero's soul. If you do, turn a card in any banished zone face-down. Ward 4 (If your hero would be dealt damage, destroy this to prevent 4 of that damage.)
$3.95
Shaden Death Hydra
Shaden Death Hydra
When this attacks, it deals X damage to you, where X is 13 minus the number of cards with blood debt in your banished zone. Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
$2.95
Reality Refractor
Reality Refractor
Illusionist auras you control are weapons with 5 base {p} and "Once per Turn Action -- {r}{r}: Attack"
$3.95
Prism, Awakener of Sol
Prism, Awakener of Sol
Whenever a card with Herald in its name is put into Prism's soul during an action phase, you may search your deck for a figment, put it into the arena, then shuffle. Once per Turn Instant -- {r}{r}, banish a card from Prism's soul: Awaken target figment you control. (Flip it.)
$1.95
Terminator Tank
Terminator Tank
If you have 1 or more Evos equipped, this gets "When this hits a hero, they discard a card," 2 or more, this costs {r}{r}{r} less to play, 3 or more, this gets overpower, 4 or more, this gets +3{p}.
$2.95
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Astral Etchings (Red)
Astral Etchings (Red)
Put three +1{p} counters on target aura with ward you control. If you control a Spectral Shield, you may play this as though it were an instant.
$0.55
Murky Water
Murky Water
Riptide Specialization (You may only have this in your deck if your hero is Riptide.) If this has an aim counter, it gets +1{p} and dominate. When this hits, you may banish face-down 3 traps from your graveyard. If you do, choose one at random and put it into your arsenal.
$4.95
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Kindle
Kindle
Amp 1 (The next time you would deal arcane damage this turn, instead deal that much plus 1. This happens before prevention effects.) If you have no cards in hand, draw a card.
$12.95