Rising Power (Blue)
Rising Power (Blue) from $0.20
If you've drawn a card this turn, this gets +1{p}.
Raw Meat
Raw Meat from $0.20
If you control an Agility token, this gets +1{d}. If you control a Might 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.)
Rally the Rearguard (Red)
Rally the Rearguard (Red) $0.20
Once per Turn Instant -- Discard a card: This gets +3{d}. Activate this ability only while this is defending.
Pack Hunt (Blue)
Pack Hunt (Blue) $0.20
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.)
Overcome Adversity
Overcome Adversity from $0.20
This may only defend an attack if the attack's controller has destroyed an Agility token this turn. Blade Break (When the combat chain closes, if this defended, destroy it.)
Confront Adversity
Confront Adversity from $0.20
This may only defend an attack if the attack's controller has destroyed a Vigor token this turn. Blade Break (When the combat chain closes, if this defended, destroy it.)
Command Respect (Yellow)
Command Respect (Yellow) from $0.20
When this hits a hero, if this has {p} greater than its base, destroy a card in their arsenal. (This has 5 base {p}.)
Bare Fangs (Blue)
Bare Fangs (Blue) $0.20
When this attacks, draw a card then discard a random card. If a card with 6 or more {p} is discarded this way, this gets +2{p}.
Adrenaline Rush (Yellow)
Adrenaline Rush (Yellow) $0.20
When you play this, if you have less {g} than an opposing hero, this gets +3{p}.
Adrenaline Rush (Red)
Adrenaline Rush (Red) $0.20
When you play this, if you have less {g} than an opposing hero, this gets +3{p}.
Adrenaline Rush (Blue)
Adrenaline Rush (Blue) $0.20
When you play this, if you have less {g} than an opposing hero, this gets +3{p}.
Tribute to the Legions of Doom (Blue)
Tribute to the Legions of Doom (Blue) $0.20
As an additional cost to play this, banish a random card from your hand. If a card with 6 or more {p} is banished this way, this gets +2{p}. Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Glaring Impact (Blue)
Glaring Impact (Blue) $0.20
As an additional cost to play this, you may charge your hero's soul. (Put a card from your hand face-up under your hero card.) If a yellow card is charged this way, this gets overpower. (This can't be defended by more than 1 action card.)
Defender of Daybreak (Yellow)
Defender of Daybreak (Yellow) $0.20
When this defends a Shadow attack, non-equipment Light cards get +1{d} this combat chain.
Defender of Daybreak (Blue)
Defender of Daybreak (Blue) $0.20
When this defends a Shadow attack, non-equipment Light cards get +1{d} this combat chain.
Break of Dawn (Yellow)
Break of Dawn (Yellow) $0.20
The next time a Shadow source would deal damage this turn, prevent 3 of that damage.
Break of Dawn (Blue)
Break of Dawn (Blue) $0.20
The next time a Shadow source would deal damage this turn, prevent 2 of that damage.
Rev Up (Yellow)
Rev Up (Yellow) from $0.20
If you control a Hyper Driver, this costs {r} less to play. Boost (As an additional cost to play this, you may banish the top card of your deck. If it's a Mechanologist card, this gains go again.)
Razzle Dazzle (Blue)
Razzle Dazzle (Blue) from $0.25
Boost (As an additional cost to play this, you may banish the top card of your deck. If it's a Mechanologist card, this gets go again.)
Quickfire (Yellow)
Quickfire (Yellow) from $0.20
This costs {r} less to play for each Hyper Driver you control. The next attack you boost this turn gets +3{p}. Go again
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