Germinate
Germinate from $3.75
Florian Specialization (You may only have this in your deck if your hero is Florian.) Create a Runechant or Embodiment of Earth token. Repeat this process X more times. Gain X+1{g}.
Destructive Aethertide
Destructive Aethertide from $6.95
Deal 1 arcane damage to any target. Surge - If this deals more than 1 damage to a hero, destroy a card in their arsenal.
Widow Web Crawler
Widow Web Crawler from $2.75
Arcane Barrier 1 (If you would be dealt arcane damage, you may pay {r} to prevent 1 of that damage.) Spellvoid 1 (If you would be dealt arcane damage, you may destroy this to prevent 1 of that damage.)
Truce
Truce from $5.95
When this enters the arena, choose an opponent. At the beginning of their end phase, destroy this and you each gain 3{g}. When you or a card you control is the target of an attack they control, destroy this and draw a card.
Lightning Greaves
Lightning Greaves from $29.95
Instant -- {r}, destroy this: Instant cards you play this turn get go again. Arcane Barrier 1 (If you would be dealt arcane damage, you may pay {r} to prevent 1 of that damage.) Battleworn (When the combat chain closes, if this defended, put a -1{d} counter on it.)
Fruits of the Forest (Blue)
Fruits of the Forest (Blue) from $0.35
Instant -- Discard this: Gain 2{g}
Widow Back Abdomen
Widow Back Abdomen from $2.95
Arcane Barrier 1 (If you would be dealt arcane damage, you may pay {r} to prevent 1 of that damage.) Spellvoid 1 (If you would be dealt arcane damage, you may destroy this to prevent 1 of that damage.)
Malefic Incantation (Yellow)
Malefic Incantation (Yellow) from $0.95
Go again This enters the arena with 2 verse counters. When it has none, destroy it. Once per turn, when you play an attack action card, remove a verse counter from this. If you do, create a Runechant token.
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Unsheathed
Unsheathed from $27.95
Your next sword attack this turn gets +3{p} and "When this attacks, if its {p} is greater than twice its base, it gets go again." Go again
Electromagnetic Somersault (Red)
Electromagnetic Somersault (Red) from $0.35
Choose up to 2 attack action cards with cost 0 or more on the active chain link. Return them to their owner's hand when the chain link resolves.
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Sigil of Brilliance
Sigil of Brilliance $18.95
Oscilio Specialization (You may only have this in your deck if your hero is Oscilio.) At the beginning of your action phase, destroy this. When this leaves the arena, draw a card.
Eclectic Magnetism
Eclectic Magnetism from $3.75
When this attacks, you may play a non-attack action card this chain link as though it were an instant.
Arc Lightning
Arc Lightning from $0.75
Aurora Specialization (You may only have this in your deck if your hero is Aurora.) Whenever you go again this turn, deal 1 arcane damage to any target. The next action card you play this turn gets go again. Go again
Count Your Blessings (Yellow)
Count Your Blessings (Yellow) from $0.55
Gain X{g}, where X is 2 plus the number of Count Your Blessings in your graveyard.
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Sigil of Aether
Sigil of Aether $6.75
At the beginning of your action phase, destroy this. When this leaves the arena, deal 1 arcane damage to any target. If damage is dealt this way, amp 1. (The next time you would deal arcane damage this turn, instead deal that much plus 1.)
Snuff Out
Snuff Out from $1.95
When this hits a hero, you may destroy an aura you control. If you do, they discard a card.
Gustwave of the Second Wind
Gustwave of the Second Wind from $6.75
Combo - If Surging Strike was the last attack this combat chain, this gets go again.
Count Your Blessings (Red)
Count Your Blessings (Red) from $0.35
Gain X{g}, where X is 3 plus the number of Count Your Blessings in your graveyard.
Splatter Skull
Splatter Skull from $8.75
When this hits a hero, choose a face-down card in their banished zone that was banished by intimidate this turn. Put it into their graveyard.
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Aether Bindings of the Third Age
Aether Bindings of the Third Age from $9.95
Instant -- Destroy this: Until end of turn, whenever an aura permanent you control with Sigil in its name leaves the arena, amp 1. (The next time you would deal arcane damage this turn, instead deal that much plus 1.) Battleworn (When the combat chain closes, if this defended, put a -1{d} counter on it.)
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