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.
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.)
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)
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)
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)
$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)
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)
$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.
Stand Ground
from $0.10
If you control a Might token, this gets +1{d}.
If you control a Vigor token, this gets +1{d}.
Temper (When the combat chain closes, if this defended, put a -1{d} counter on it, then if it has 0{d}, destroy it.)
Stadium Centerpiece
from $0.10
Stadium Centerpiece's {d} is equal to the number of opposing heroes with greater {g} than you.
Blade Break (When the combat chain closes, if this defended, destroy it.)
Rally the Rearguard (Blue)
$0.10
Once per Turn Instant -- Discard a card: This gets +3{d}. Activate this ability only while this is defending.
Pound Town (Yellow)
from $0.10
Beat Chest (As an additional cost to play this, you may discard a card with 6 or more {p}.)
When this attacks, if you've beaten chest this turn, create a Might token.
Pound Town (Red)
from $0.10
Beat Chest (As an additional cost to play this, you may discard a card with 6 or more {p}.)
When this attacks, if you've beaten chest this turn, create a Might token.
Pack Hunt (Yellow)
$0.10
When this attacks, intimidate. (Target hero banishes face-down a random card from their hand. At the beginning of the end phase, return it to its owner's hand.)
Lead with Power (Yellow)
from $0.10
Your next Brute or Guardian attack this turn gets +2{p}.
Create a Might token.
Go again
Lead with Power (Blue)
from $0.10
Your next Brute or Guardian attack this turn gets +1{p}.
Create a Might token.
Go again
Headliner Helm
from $0.10
Headliner Helm's {d} is equal to the number of opposing heroes with greater {g} than you.
Blade Break (When the combat chain closes, if this defended, destroy it.)
Engaged Swiftblade (Yellow)
from $0.10
Your next Warrior attack this turn gets +2{p} and "If this is defended by an attack action card, this gets go again."
Go again