Thick Hide Hunter
Thick Hide Hunter from $4.25
When this attacks or defends, discard a random card.
Summer's Fall (Blue)
Summer's Fall (Blue) from $0.15
Decompose - When this attacks, you may banish 2 Earth cards and an action card from your graveyard. If you do, put up to 1 target aura on the bottom of its owner's deck. (An aura token ceases to exist.)
Malefic Incantation (Yellow)
Malefic Incantation (Yellow) from $0.25
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.
Splatter Skull
Splatter Skull from $2.95
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.
Blanch (Red)
Blanch (Red) from $0.65
When this hits a hero, cards they own lose all colors until the end of their next turn.
Supercell
Supercell from $3.95
Put X steam counters on X target Hyper Drivers you control. Create a Hyper Driver token with X steam counters. If X is 3 or greater, you may shuffle a Construct Nitro Mechanoid from your banished zone into your deck.
Test of Strength
Test of Strength from $0.10
When this defends, clash with the attacking hero. The winner creates a Gold token. (Clashing heroes reveal the top card of their deck. The hero that reveals the card with greatest {p} wins.)
Numbskull
Numbskull from $0.65
While this is in any zone, its {r} cost to play, {p}, and {d} can't be modified. (They can not be increased or decreased.)
Dyadic Carapace
Dyadic Carapace $49.95
Arcane Barrier 2 (If your hero would be dealt arcane damage, you may pay {r}{r} to prevent 2 of that damage.) Temper (When the combat chain closes, if this defended, put a -1{d} counter on it, then if it has 0{d}, destroy it.)
Wax Off
Wax Off from $5.95
If you've played Wax On this turn, create a Zen State token.
Bastion of Unity
Bastion of Unity from $0.55
Unity - When this defends together with a card from hand, this gets +1{d} until end of turn. Temper (When the combat chain closes, if this defended, put a -1{d} counter on it, then if it has 0{d}, destroy it.)
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