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.

Teklo Foundry Heart
$50.00
Once per Turn Action - [1 Resource]: Banish the top 2 cards of your deck. Gain [1 Resource] for each Mechanologist card banished this way. Activate this ability only if you have boosted this turn. Go again
Battleworn (If you defend with Teklo Foundry Heart, put a -1 [Defense] counter on it when the combat chain closes.)

Skullbone Crosswrap
$60.00
Once per Turn Action - Turn a face down card in your arsenal face up: Opt 1. Go again
Arcane Barrier 1 (If your hero would be dealt arcane damage, you may pay [1 Resource] instead. If you do, prevent 1 arcane damage that source would deal.)
Blade Break (If you defend with Skullbone Crosswrap, destroy it when the combat chain closes.)

Adaptive Plating
from $90.00
Modular (This may be equipped to any equipment zone. It has the subtype of the zone it's equipped to.)
Action -- 0: Equip this to another equipment zone.
Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d} until end of turn.
Blade Break (When the combat chain closes, if this defended, destroy it.)

Grasp of the Arknight
$121.00
Once per Turn Action - [2 Resource]: Create a Runechant token. This ability costs an additional [1 Resource] to activate for each Runechant you control. Go again
Battleworn (If you defend with Grasp of the Arknight, put a -1 [Defense] counter on it when the combat chain closes.)

Gauntlets of Iron Will
from $64.00
When this defends, the next time an attack would gain {p} this chain link, instead it gains that much minus 1.
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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Face Purgatory
$61.00
When this defends together with an attack action card and a non-attack action card, the attacking hero discards a card and you draw a card.
Blade Break (When the combat chain closes, if this defended, destroy it.)
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Grains of Bloodspill
from $107.00
Whenever a weapon attack you control hits, you may pay {r}. If you do, create a Vigor token.
Temper (When the combat chain closes, if this defended, put a -1{d} counter on it, then if it has 0{d}, destroy it.)

Soulbond Resolve
from $15.00
When this defends, you may charge your hero's soul. (Put a card from your hand face-up under your hero card.)
The first time you would be dealt damage each turn, if you've charged this turn, prevent 1 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.)

Storm Striders
$93.00
Instant - [1 Resource], destroy Storm Striders: You may play your next Wizard 'non-attack' action card this turn as though it were an instant.
Arcane Barrier 2 (If your hero would be dealt arcane damage, you may pay [2 Resource] instead. If you do, prevent 2 arcane damage that source would deal.)
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Balance of Justice
from $170.00
Instant -- Destroy this: Draw a card. Activate this ability only if an opponent has drawn 2 or more cards this turn.
Guardwell (When the combat chain closes, if this defended, put -1{d} counters on it equal to its {d}.)


Warband of Bellona
from $19.00
Action -- {r}{r}, destroy this: The next time you attack this turn, you may charge your hero's soul. If a yellow card is charged this way, draw a card. Go again
Temper (When the combat chain closes, if this defended, put a -1{d} counter on it, then if it has 0{d}, destroy it.)

Aether Bindings of the Third Age
from $15.00
Instant -- Destroy this: Until end of turn, whenever an aura permanent you control with Sigil in its name leaves the arena, amp 1. (The next time you would deal arcane damage this turn, instead deal that much plus 1.)
Battleworn (When the combat chain closes, if this defended, put a -1{d} counter on it.)

Empyrean Rapture
$32.00
If a card with Herald in its name has been put into your hero's soul during your turn, the first hero ability you activate that turn costs {r}{r} less to activate.
Once per Turn Instant -- {r}: This gets ward 1 until end of turn. (If your hero would be dealt damage, destroy this to prevent 1 of that damage.)