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.

Cadaverous Tilling (Blue)
from $0.15
Decompose - When this attacks, you may banish 2 Earth cards and an action card from your graveyard. If you do, this gets +2{p}.

Sigil of Cycles
$0.25
Go again
At the beginning of your action phase, destroy this.
When this leaves the arena, discard a card then draw a card.

Preserve Tradition // Inner Chi
$0.20
Legendary (You may only have 1 Preserve Tradition in a constructed deck.)
Put target action card from your graveyard on the bottom of your deck.
If you've played another blue card this turn, transcend. (Put this into its owner's hand flipped.)

Essence of Ancestry: Mind
from $0.10
When this leaves the arena, if you control no Illusionist auras, the next time you would be dealt damage by a blue source this turn, prevent it.
Ward 2 (If you would be dealt damage, destroy this to prevent 2 of that damage.)

Wild Ride (Red)
$0.10
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.

Test of Might
from $0.10
When this defends, clash with the attacking hero. The winner creates a Might token. (Clashing heroes reveal the top card of their deck. The hero that reveals the card with greatest {p} wins.)

Evo Magneto
from $0.45
If you have a base arms equipped, transform it into this, then equip this. (Put it under this in your arms zone.)
When this defends, you may destroy a card under it. If you do, gain control of target item with cost 0 or 1 controlled by the attacking hero.
Temper (When the combat chain closes, if this defended, put a -1{d} counter on it, then if it has 0{d}, destroy it.)
Sold out

Empyrean Rapture (Extended Art)
$54.95
If a card with Herald in its name has been put into your hero's soul during your turn, the first hero ability you activate that turn costs {r}{r} less to activate.
Once per Turn Instant -- {r}: This gets ward 1 until end of turn. (If your hero would be dealt damage, destroy this to prevent 1 of that damage.)

Herald of Tenacity (Red) - Extended Art
$0.25
Dominate (The defending hero can't defend with or play more than 1 defending card or defense reaction from their hand this chain link.)
When this hits, put it into your hero's soul.
Phantasm (When this is defended by a non-Illusionist attack action card with 6 or more {p}, destroy this and close the combat chain.)

Herald of Ravages (Blue) - Extended Art
$0.55
When this hits, put it into your hero's soul and deal 1 arcane damage to target hero.
Phantasm (When this is defended by a non-Illusionist attack action card with 6 or more {p}, destroy this and close the combat chain.)

Luminaris, Celestial Fury
$0.10
Once per Turn Instant -- {r}{r}: Target angel attack or attack action card with Herald in its name gets go again.

Banneret of Vigor
from $0.10
Solflare - When this is charged to your hero's soul, the next time you hit this turn, gain {r}.

Re-Charge! (Red)
from $0.10
Put a steam counter on a Hyper Driver you control.
The next attack you boost this turn gets +4{p}.
Go again

Cogwerx Base Arms
from $0.10
When this is equipped, put a steam counter on it.
Once per turn Instant -- {r}, remove a steam counter from this: Your next Mechanologist attack this turn gets +1{p}. Activate this ability only if you've boosted this turn.

Big Bertha (Blue)
from $0.10
Boost
When this is banished from boosting, put a steam counter on a Hyper Driver you control.