Haze Shelter (Yellow)
Haze Shelter (Yellow) from $0.10
Ward X, where X is 3 if you've pitched a blue card this turn, otherwise X is 1. (If you would be dealt damage, destroy this to prevent X of that damage.)
Haze Shelter (Blue)
Haze Shelter (Blue) from $0.10
Ward X, where X is 2 if you've pitched a blue card this turn, otherwise X is 1. (If you would be dealt damage, destroy this to prevent X of that damage.)
First Tenet of Chi: Tide
First Tenet of Chi: Tide from $0.10
Your next blue attack this turn gets +2{p}. Go again
Bonds of Memory (Red)
Bonds of Memory (Red) from $0.10
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 name, gain 1{g}.
Wind Chakra (Red)
Wind Chakra (Red) from $0.10
The next Crouching Tiger you play this turn gets +3{p}. If you've transcended this turn, instead it gets +5{p}. Go again
Haunting Specter (Yellow)
Haunting Specter (Yellow) from $0.10
When this leaves the arena, create a Spectral Shield token, then if you control no other Illusionist auras, put a +1{p} counter on it. Ward 3 (If you would be dealt damage, destroy this to prevent 3 of that damage.)
Blessing of Qi (Blue)
Blessing of Qi (Blue) $0.10
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.
Blanch (Blue)
Blanch (Blue) from $0.10
When this hits a hero, cards they own lose all colors until the end of their next turn.
Mistcloak Gully // Inner Chi (Cold Foil)
Mistcloak Gully // Inner Chi (Cold Foil) $72.95
Legendary (You may only have 1 Mistcloak Gully in your deck.) The first attack that targets you each turn gets -1{p}. At the beginning of each end phase, destroy this unless you've pitched, played, or defended with a blue card this turn. If you've pitched, played, and defended with a blue card this turn, transcend.
Wounding Blow (Yellow)
Wounding Blow (Yellow) $0.10
Water the Seeds (Yellow)
Water the Seeds (Yellow) from $0.10
When this attacks, your next attack this combat chain with 1 or less base {p} gets +1{p}. Go again
Tidal Surge
Tidal Surge from $0.10
If you've played another blue card this turn, this gets +2{p}.
Single Minded Determination (Yellow)
Single Minded Determination (Yellow) from $0.10
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 $0.10
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.)
Sigil of Solitude (Blue)
Sigil of Solitude (Blue) from $0.10
At the start of your turn, if you control another Illusionist aura, destroy this. Ward 2 (If you would be dealt damage, destroy this to prevent 2 of that damage.)
Nimblism (Blue)
Nimblism (Blue) $0.10
The next attack action card with cost 1 or less you play this turn gets +1{p}. Go again
Nimble Strike (Blue)
Nimble Strike (Blue) $0.10
As an additional cost to play this, you may banish a Nimblism from your graveyard. If you do, this gets +1{p} and go again.
Impulsive Desire (Blue)
Impulsive Desire (Blue) from $0.10
Stealth When this hits a hero, banish the top card of their deck. Whenever this banishes a reaction or instant card, gain 1{g}.
Flex Claws (Yellow)
Flex Claws (Yellow) $0.10
When this hits, create a Crouching Tiger in your banished zone. You may play it this turn. Go again
Breed Anger (Yellow)
Breed Anger (Yellow) from $0.10
Combo - When this attacks, if Crouching Tiger was the last attack this combat chain, this gets go again and create a Crouching Tiger in your banished zone. You may play it this turn.
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