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.
Germinate
from $8.95
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}.
Calming Gesture
from $3.95
Instant -- {r}, destroy this: Create a Spectral Shield token.
Arcane Barrier 1 (If you would be dealt arcane damage, you may pay {r} to prevent 1 of that damage.)
Prismatic Leyline
from $19.95
Your next red attack this turn gets +1{p}, your next yellow gets +2{p}, and your next blue gets +3{p}.
Go again
Ripple Away
from $10.95
Instant -- Discard this: If an action card effect would create 1 or more tokens this turn, instead it creates that many minus 1 of each of those tokens.
Widespread Destruction
from $4.95
Rune Gate (If you control Runechants equal to or greater than Widespread Destruction's {r} cost, you may play it from your banished zone without paying its {r} cost.)
When the combat chain closes, each hero who has lost {g} this turn banishes a card from their arsenal.
Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Bone Head Barrier
from $0.25
Roll a 6 sided die. Prevent the next X damage that would be dealt to your hero this turn, where X is the number rolled.
Rampant Growth <> Life
from $9.95
Amp X, where X is the total {g} you've gained this turn.
Meld (You may play 1 or both halves of this card. Each costs 0.)
Gain 1{g}
Mental Block
from $7.95
Instant -- Discard this: Prevent the next 2 damage that would be dealt to you this turn. The first time you prevent damage this way, create a Ponder token.
Chase the Tail
from $3.95
Combo - When this attacks, if Crouching Tiger was the last attack this combat chain, this gets go again and the next Crouching Tiger you play this combat chain gets +3{p}.
Warmonger's Diplomacy
from $37.95
Starting with the hero to your left, each hero chooses war or peace.
If they choose war, the only actions they may play or activate during their next turn are weapon and attack actions.
If they choose peace, the only actions they may play or activate during their next turn are non-weapon non-attack actions.