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Act of Glory (Red) (Promo)
Act of Glory (Red) (Promo) $12.00
Suspense  When this leaves the arena, your next attack this turn gets +6POWER.
What Happens Next?
What Happens Next? $1.00
Suspense (This enters the arena with 2 suspense counters. At the start of your turn, remove a suspense counter from it. When it has none, destroy it.) The first card with cost 1 or more you play each turn costs {r} less to play.
Small Problem
Small Problem $1.00
If this has {p} greater than its base, it gets +1{p}. Crush - When this deals 4 or more damage to a hero, destroy an aura they control.
Familiar Story
Familiar Story $1.00
When 1 or more Guardian cards defend this, create a Confidence token.
Dramatic Pause (Yellow)
Dramatic Pause (Yellow) $1.00
Suspense (This enters the arena with 2 suspense counters. At the start of your turn, remove a suspense counter from it. When it has none, destroy it.) When this enters the arena, target defending action card gets +2{d} this chain link.
Dramatic Pause (Blue)
Dramatic Pause (Blue) $1.00
Suspense (This enters the arena with 2 suspense counters. At the start of your turn, remove a suspense counter from it. When it has none, destroy it.) When this enters the arena, target defending action card gets +1{d} this chain link.
Bash Brute
Bash Brute $1.00
If this is defended by a Brute card, this gets +1{p}. When this hits a Brute hero, destroy an aura token they control.
Story Beats (Red)
Story Beats (Red) $1.00
When this attacks or defends, you may put a suspense counter on, or remove one from, an aura of suspense you control.
Full of Bravado (Yellow)
Full of Bravado (Yellow) $1.00
When this attacks or defends, if you control an aura of suspense, create a Confidence token.
Who Blinks First?
Who Blinks First? $1.00
Suspense (This enters the arena with 2 suspense counters. At the start of your turn, remove a suspense counter from it. When it has none, destroy it.) When this leaves the arena, you may destroy an aura permanent that a Guardian hero controls.
Seismic Surge Quarters
Seismic Surge Quarters $1.00
At the beginning of your action phase, destroy this, then the next Guardian attack action card you play this turn costs {r} less to play.
Thump (Yellow)
Thump (Yellow) $1.00
If this card’s {p} is greater than its base, it gets dominate and "When this hits a hero, they discard a card." (This can't be defended by more than 1 card from hand.)
Thump (Blue)
Thump (Blue) $1.00
If this card’s {p} is greater than its base, it gets dominate and "When this hits a hero, they discard a card." (This can't be defended by more than 1 card from hand.)
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Stonewall Confidence (Yellow)
Stonewall Confidence (Yellow) $1.00
Go again Cards you control with cost 3 or more get +3{d} while defending. At the beginning of your action phase, destroy this.
Seismic Stir (Red)
Seismic Stir (Red) $1.00
Create 3 Seismic Surge tokens. Go again
Seismic Stir (Blue)
Seismic Stir (Blue) $1.00
Create a Seismic Surge token. Go again
Rubble Raiser (Red)
Rubble Raiser (Red) $1.00
Heave 2 (While this is in your hand, at the beginning of your end phase, you may pay {r}{r} and put this face-up into your arsenal. If you do, create 2 Seismic Surge tokens.)
Overswing (Yellow)
Overswing (Yellow) $1.00
The next Guardian attack action card you play this turn gets +2{p}. Go again Heave 2 (While this is in your hand, at the beginning of your end phase, you may pay {r}{r} and put this face-up into your arsenal. If you do, create 2 Seismic Surge tokens.)
Overswing (Blue)
Overswing (Blue) $1.00
The next Guardian attack action card you play this turn gets +1{p}. Go again Heave 2 (While this is in your hand, at the beginning of your end phase, you may pay {r}{r} and put this face-up into your arsenal. If you do, create 2 Seismic Surge tokens.)
Emerging Power (Yellow)
Emerging Power (Yellow) $1.00
Go again At the beginning of your action phase, destroy this, then the next Guardian attack action card you play this turn gets +2{p}.
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