Emerging Power (Blue)
Emerging Power (Blue) $0.10
Go again At the beginning of your action phase, destroy this, then the next Guardian attack action card you play this turn gets +1{p}.
Embolden (Red)
Embolden (Red) $0.10
Go again When this enters the arena, if you control another non-token aura, draw a card. At the beginning of your action phase, destroy this, then the next Guardian attack action card you play this turn gets +5{p}.
Embolden (Blue)
Embolden (Blue) $0.10
Go again When this enters the arena, if you control another non-token aura, draw a card. At the beginning of your action phase, destroy this, then the next Guardian attack action card you play this turn gets +3{p}.
Disable (Blue)
Disable (Blue) $0.20
Crush - When this deals 4 or more damage to a hero, put a card from their arsenal on the bottom of their deck.
Debilitate (Yellow)
Debilitate (Yellow) $0.10
Crush - When this deals 4 or more damage to a hero, their first attack during their next turn gets -2{p}.
Debilitate (Blue)
Debilitate (Blue) $0.10
Crush - When this deals 4 or more damage to a hero, their first attack during their next turn gets -2{p}.
Crush the Weak (Blue)
Crush the Weak (Blue) $0.10
Crush - When this deals 4 or more damage to a hero, they can't play attack action cards with 3 or less base {p} during their next action phase.
Crush Confidence (Red)
Crush Confidence (Red) $0.10
Crush - When this deals 4 or more damage to a hero, they lose all hero card abilities until the end of their next turn. (Treat the hero card as if the text box is empty.)
Crush Confidence (Blue)
Crush Confidence (Blue) $0.10
Crush - When this deals 4 or more damage to a hero, they lose all hero card abilities until the end of their next turn. (Treat the hero card as if the text box is empty.)
Clash of Mountains (Red)
Clash of Mountains (Red) from $0.10
When this defends a Guardian attack, clash with the attacking hero. The winner creates a Seismic Surge token. (Clashing heroes reveal the top card of their deck. The hero that reveals the card with greatest {p} wins.)
Chokeslam (Yellow)
Chokeslam (Yellow) $0.10
Crush - When this deals 4 or more damage to a hero, their attack action cards can't gain {p} during their next action phase.
Chokeslam (Blue)
Chokeslam (Blue) $0.10
Crush - When this deals 4 or more damage to a hero, their attack action cards can't gain {p} during their next action phase.
Cartilage Crush (Red)
Cartilage Crush (Red) $0.10
Crush - When this deals 4 or more damage to a hero, their first action during their next turn costs an additional {r} to play or activate.
Cartilage Crush (Blue)
Cartilage Crush (Blue) $0.10
Crush - When this deals 4 or more damage to a hero, their first action during their next turn costs an additional {r} to play or activate.
Buckling Blow (Yellow)
Buckling Blow (Yellow) $0.10
Crush - When this deals 4 or more damage to a hero, put a -1{d} counter on an equipment they control.
Buckling Blow (Red)
Buckling Blow (Red) $0.10
Crush - When this deals 4 or more damage to a hero, put a -1{d} counter on an equipment they control.
Buckling Blow (Blue)
Buckling Blow (Blue) $0.10
Crush - When this deals 4 or more damage to a hero, put a -1{d} counter on an equipment they control.
Sunkwater Scalers
Sunkwater Scalers from $0.25
When this defends, put a face-up card from your arsenal on the bottom of your deck. If you do, draw a card and this gets +1{d} until end of turn. Blade Break (When the combat chain closes, if this defended, destroy it.)
Sunkwater Pincers
Sunkwater Pincers from $0.25
When this defends, put a face-up card from your arsenal on the bottom of your deck. If you do, draw a card and this gets +1{d} until end of turn. Blade Break (When the combat chain closes, if this defended, destroy it.)
Sunkwater Lookout
Sunkwater Lookout from $0.25
When this defends, put a face-up card from your arsenal on the bottom of your deck. If you do, draw a card and this gets +1{d} until end of turn. Blade Break (When the combat chain closes, if this defended, destroy it.)
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