Yorick, Weaver of Tales (Promo)
Yorick, Weaver of Tales (Promo) $97.95
At the start of the game, all heroes shuffle their starting decks together. All heroes share the same deck and graveyard this game. A story of legend is said to be told; The dawn of a new age a sight to behold; From all corners of Rathe, heroes they came; The common language they spoke was that of great games.
Zap Clappers (Promo)
Zap Clappers (Promo) $64.95
When this defends, you may reveal an instant card from your hand. If you do, deal 1 arcane damage to the attacking hero.Blade Break (When the combat chain closes, if this defended, destroy it.)
Zealous Belting (Red) (Promo)
Zealous Belting (Red) (Promo) $159.95
If there is a card in your pitch zone with {p} greater than Zealous Belting's base {p}, this gets go again.
Zealous Belting - (Promo)
Zealous Belting - (Promo) $47.95
If there is a card in your pitch zone with POWER greater than this card's base POWER, this gets go again.
Zen (Marvel)
Zen (Marvel) $49.95
Once per Turn Instant -- {c}{c}{c}: Create a Crouching Tiger in your hand. Search your deck for a card with combo, banish it, then shuffle. You may play it this turn.
Zen, Tamer of Purpose
Zen, Tamer of Purpose $0.25
Once per Turn Instant -- {c}{c}{c}: Create a Crouching Tiger in your hand. Search your deck for a card with combo, banish it, then shuffle. You may play it this turn.
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Zen, Tamer of Purpose (Marvel)
Zen, Tamer of Purpose (Marvel) $99.95
Once per Turn Instant -- {c}{c}{c}: Create a Crouching Tiger in your hand. Search your deck for a card with combo, banish it, then shuffle. You may play it this turn.
Zephyr Needle Left (1st Ed) - Cold Foil
Zephyr Needle Left (1st Ed) - Cold Foil $49.95
Once per Turn Action - [1 Resource]: Attack. Go again If Zephyr Needle is defended by a card with [Defense] greater than Zephyr Needle's [Power], destroy Zephyr Needle when the combat chain closes.
Zephyr Needle Right (1st Ed) - Cold Foil
Zephyr Needle Right (1st Ed) - Cold Foil $49.95
Once per Turn Action - [1 Resource]: Attack. Go again If Zephyr Needle is defended by a card with [Defense] greater than Zephyr Needle's [Power], destroy Zephyr Needle when the combat chain closes.
Zero to Fifty (Blue)
Zero to Fifty (Blue) from $0.10
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.)
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